summaryrefslogtreecommitdiff
path: root/src/map/pc.c
diff options
context:
space:
mode:
authorValaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-01-29 16:10:48 +0000
committerValaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-01-29 16:10:48 +0000
commit620e60eebce2c1f35c5c9a82f6ca365b316587f5 (patch)
tree38a39e0415f419d9a49ae456ed0e26654c23d559 /src/map/pc.c
parenta2675f07d7da22a7c6ae11f545bf8f671e785a82 (diff)
downloadhercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.tar.gz
hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.tar.bz2
hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.tar.xz
hercules-620e60eebce2c1f35c5c9a82f6ca365b316587f5.zip
AS OF SVN REV. 5901, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5094 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/pc.c')
-rw-r--r--src/map/pc.c8305
1 files changed, 8305 insertions, 0 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
new file mode 100644
index 000000000..94aa4c602
--- /dev/null
+++ b/src/map/pc.c
@@ -0,0 +1,8305 @@
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <ctype.h>
+#include <time.h>
+
+#include "socket.h" // [Valaris]
+#include "timer.h"
+
+#include "malloc.h"
+#include "map.h"
+#include "chrif.h"
+#include "clif.h"
+#include "intif.h"
+#include "pc.h"
+#include "status.h"
+#include "npc.h"
+#include "mob.h"
+#include "pet.h"
+#include "itemdb.h"
+#include "script.h"
+#include "battle.h"
+#include "skill.h"
+#include "party.h"
+#include "guild.h"
+#include "chat.h"
+#include "trade.h"
+#include "storage.h"
+#include "vending.h"
+#include "nullpo.h"
+#include "atcommand.h"
+#include "log.h"
+#include "showmsg.h"
+#include "core.h"
+
+#ifndef TXT_ONLY // mail system [Valaris]
+#include "mail.h"
+#endif
+
+#define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
+static int exp_table[14][MAX_LEVEL];
+static short statp[MAX_LEVEL];
+
+// h-files are for declarations, not for implementations... [Shinomori]
+struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
+// timer for night.day implementation
+int day_timer_tid;
+int night_timer_tid;
+
+static int dirx[8]={0,-1,-1,-1,0,1,1,1};
+static int diry[8]={1,1,0,-1,-1,-1,0,1};
+
+struct fame_list smith_fame_list[10];
+struct fame_list chemist_fame_list[10];
+struct fame_list taekwon_fame_list[10];
+
+static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};
+
+static struct gm_account *gm_account = NULL;
+static int GM_num = 0;
+
+#define MOTD_LINE_SIZE 128
+char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris]
+
+int pc_isGM(struct map_session_data *sd) {
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(sd->bl.type!=BL_PC )
+ return 0;
+
+
+ //For console [Wizputer] //Unfortunately the console is "broken" because it shares fd 0 with disconnected players. [Skotlex]
+// if ( sd->fd == 0 )
+// return 99;
+
+ for(i = 0; i < GM_num; i++)
+ if (gm_account[i].account_id == sd->status.account_id)
+ return gm_account[i].level;
+ return 0;
+
+}
+
+int pc_iskiller(struct map_session_data *src, struct map_session_data *target) {
+ nullpo_retr(0, src);
+
+ if(src->bl.type!=BL_PC )
+ return 0;
+ if (src->special_state.killer)
+ return 1;
+
+ if(target->bl.type!=BL_PC )
+ return 0;
+
+ if (target->special_state.killable)
+ return 1;
+
+ return 0;
+}
+
+
+int pc_set_gm_level(int account_id, int level) {
+ int i;
+ for (i = 0; i < GM_num; i++) {
+ if (account_id == gm_account[i].account_id) {
+ gm_account[i].level = level;
+ return 0;
+ }
+ }
+
+ GM_num++;
+ gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num);
+ gm_account[GM_num - 1].account_id = account_id;
+ gm_account[GM_num - 1].level = level;
+ return 0;
+}
+
+static int pc_invincible_timer(int tid,unsigned int tick,int id,int 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){
+ if(battle_config.error_log)
+ ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
+ return 0;
+ }
+ sd->invincible_timer=-1;
+ skill_unit_move(&sd->bl,tick,1);
+
+ return 0;
+}
+
+int pc_setinvincibletimer(struct map_session_data *sd,int val) {
+ nullpo_retr(0, sd);
+
+ if(sd->invincible_timer != -1)
+ delete_timer(sd->invincible_timer,pc_invincible_timer);
+ sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
+ return 0;
+}
+
+int pc_delinvincibletimer(struct map_session_data *sd) {
+ nullpo_retr(0, sd);
+
+ if(sd->invincible_timer != -1) {
+ delete_timer(sd->invincible_timer,pc_invincible_timer);
+ sd->invincible_timer = -1;
+ }
+ skill_unit_move(&sd->bl,gettick(),1);
+ return 0;
+}
+
+static int pc_spiritball_timer(int tid,unsigned int tick,int id,int 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->spirit_timer[0] != tid){
+ if(battle_config.error_log)
+ ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
+ return 0;
+ }
+
+ if(sd->spiritball <= 0) {
+ if(battle_config.error_log)
+ ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called");
+ sd->spiritball = 0;
+ return 0;
+ }
+
+ sd->spiritball--;
+ // I leave this here as bad example [Shinomori]
+ //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball );
+ memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) );
+ sd->spirit_timer[sd->spiritball]=-1;
+
+ clif_spiritball(sd);
+
+ return 0;
+}
+
+int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
+ nullpo_retr(0, sd);
+
+ if(max > MAX_SKILL_LEVEL)
+ max = MAX_SKILL_LEVEL;
+ if(sd->spiritball < 0)
+ sd->spiritball = 0;
+
+ if(sd->spiritball >= max) {
+ if(sd->spirit_timer[0] != -1)
+ delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
+ // I leave this here as bad example [Shinomori]
+ //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1));
+ memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) );
+ //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten
+ } else
+ sd->spiritball++;
+
+ sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
+ clif_spiritball(sd);
+
+ return 0;
+}
+
+int pc_delspiritball(struct map_session_data *sd,int count,int type) {
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(sd->spiritball <= 0) {
+ sd->spiritball = 0;
+ return 0;
+ }
+
+ if(count > sd->spiritball)
+ count = sd->spiritball;
+ sd->spiritball -= count;
+ if(count > MAX_SKILL_LEVEL)
+ count = MAX_SKILL_LEVEL;
+
+ for(i=0;i<count;i++) {
+ if(sd->spirit_timer[i] != -1) {
+ delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
+ sd->spirit_timer[i] = -1;
+ }
+ }
+ for(i=count;i<MAX_SKILL_LEVEL;i++) {
+ sd->spirit_timer[i-count] = sd->spirit_timer[i];
+ sd->spirit_timer[i] = -1;
+ }
+
+ if(!type)
+ clif_spiritball(sd);
+
+ return 0;
+}
+
+// Increases a player's 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;
+ }
+ //FIXME: Is this needed? It places unnecessary stress on the char server.... >.< [Skotlex]
+ chrif_save(sd,0); // Save to allow up-to-date fame list refresh
+ chrif_reqfamelist(); // Refresh the fame list
+}
+
+// Check whether a player ID is in the Top 10 fame list of its job
+int pc_istop10fame(int char_id,int job) {
+ int i;
+ switch(job){
+ case MAPID_BLACKSMITH: // Blacksmith
+ for(i=0;i<10;i++){
+ if(smith_fame_list[i].id==char_id)
+ return smith_fame_list[i].fame;
+ }
+ break;
+ case MAPID_ALCHEMIST: // Alchemist
+ for(i=0;i<10;i++){
+ if(chemist_fame_list[i].id==char_id)
+ return chemist_fame_list[i].fame;
+ }
+ break;
+ case MAPID_TAEKWON: // Taekwon
+ for(i=0;i<10;i++){
+ if(taekwon_fame_list[i].id==char_id)
+ return taekwon_fame_list[i].fame;
+ }
+ break;
+ }
+
+ return 0;
+}
+
+int pc_setrestartvalue(struct map_session_data *sd,int type) {
+ //?生や養子の場合の元の職業を算出する
+
+ nullpo_retr(0, sd);
+
+ //-----------------------
+ // 死亡した
+ if(sd->special_state.restart_full_recover || // オシリスカ?ド
+ sd->state.snovice_flag == 4) { // [Celest]
+ sd->status.hp=sd->status.max_hp;
+ sd->status.sp=sd->status.max_sp;
+ if (sd->state.snovice_flag == 4) {
+ sd->state.snovice_flag = 0;
+ status_change_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],1,0,0,0,skill_get_time(MO_STEELBODY,1),0 );
+ }
+ }
+ else {
+ if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) { //ノビは半分回復
+ sd->status.hp=(sd->status.max_hp)/2;
+ }
+ else {
+ if(battle_config.restart_hp_rate <= 0)
+ sd->status.hp = 1;
+ else {
+ sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100;
+ if(sd->status.hp <= 0)
+ sd->status.hp = 1;
+ }
+ }
+ if(battle_config.restart_sp_rate > 0) {
+ int sp = sd->status.max_sp * battle_config.restart_sp_rate /100;
+ if(sd->status.sp < sp)
+ sd->status.sp = sp;
+ }
+ }
+ if(type&1)
+ clif_updatestatus(sd,SP_HP);
+ if(type&1)
+ clif_updatestatus(sd,SP_SP);
+
+ /* removed exp penalty on spawn [Valaris] */
+
+ if(type&2 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
+ int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
+ if(zeny < 1) zeny = 1;
+ sd->status.zeny -= zeny;
+ if(sd->status.zeny < 0) sd->status.zeny = 0;
+ clif_updatestatus(sd,SP_ZENY);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Determines if the player can move based on status changes. [Skotlex]
+ *------------------------------------------
+ */
+int pc_can_move(struct map_session_data *sd)
+{
+ if (sd->canmove_tick > gettick() || (sd->opt1 > 0 && sd->opt1 != OPT1_STONEWAIT) ||
+ sd->sc_data[SC_ANKLE].timer != -1 ||
+ sd->sc_data[SC_AUTOCOUNTER].timer !=-1 ||
+ sd->sc_data[SC_TRICKDEAD].timer !=-1 ||
+ sd->sc_data[SC_BLADESTOP].timer !=-1 ||
+ sd->sc_data[SC_SPIDERWEB].timer !=-1 ||
+ (sd->sc_data[SC_DANCING].timer !=-1 && sd->sc_data[SC_DANCING].val4 && sd->sc_data[SC_LONGING].timer == -1) ||
+ (sd->sc_data[SC_DANCING].timer !=-1 && sd->sc_data[SC_DANCING].val1 == CG_HERMODE) || //cannot move while Hermod is active.
+ (sd->sc_data[SC_GOSPEL].timer !=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect
+ sd->sc_data[SC_STOP].timer != -1 ||
+ sd->sc_data[SC_CLOSECONFINE].timer != -1 ||
+ sd->sc_data[SC_CLOSECONFINE2].timer != -1
+ )
+ return 0;
+
+ if ((sd->status.option & 2) && pc_checkskill(sd, RG_TUNNELDRIVE) <= 0)
+ return 0;
+
+ return 1;
+}
+
+/*==========================================
+ Determines if the GM can give / drop / trade / vend items [Lupus]
+ Args: GM Level (current player GM level)
+ * Returns
+ 1 = this GM can't do it
+ 0 = this one can do it
+ *------------------------------------------
+ */
+int pc_can_give_items(int level) {
+ return ( level >= battle_config.gm_cant_drop_min_lv
+ && level <= battle_config.gm_cant_drop_max_lv);
+}
+
+/*==========================================
+ * ロ?カルプロトタイプ宣言 (必要な物のみ)
+ *------------------------------------------
+ */
+static int pc_walktoxy_sub(struct map_session_data *);
+
+/*==========================================
+ * saveに必要なステ?タス修正を行なう
+ *------------------------------------------
+ */
+int pc_makesavestatus(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if (sd->state.finalsave)
+ return 0; //Nothing to change.
+
+ // 秒フ色は色?弊害が多いので保存?象にはしない
+ if(!battle_config.save_clothcolor)
+ sd->status.clothes_color=0;
+
+ // 死亡?態だったのでhpを1、位置をセ?ブ場所に?更
+ if(!sd->state.waitingdisconnect) {
+ 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.last_point.map = sd->mapindex;
+ sd->status.last_point.x = sd->bl.x;
+ sd->status.last_point.y = sd->bl.y;
+ }
+
+ // セ?ブ禁止マップだったので指定位置に移動
+ if(map[sd->bl.m].flag.nosave){
+ struct map_data *m=&map[sd->bl.m];
+ if(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;
+}
+
+/*==========================================
+ * 接?暫フ初期化
+ *------------------------------------------
+ */
+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_retr(0, sd);
+
+ sd->bl.id = account_id;
+ sd->char_id = char_id;
+ sd->login_id1 = login_id1;
+ sd->login_id2 = 0; // at this point, we can not know the value :(
+ sd->client_tick = client_tick;
+ sd->sex = sex;
+ sd->state.auth = 0;
+ sd->bl.type = BL_PC;
+ sd->canact_tick = sd->canmove_tick = gettick();
+ sd->canlog_tick = gettick();
+ sd->state.waitingdisconnect = 0;
+
+ return 0;
+}
+
+int pc_equippoint(struct map_session_data *sd,int n)
+{
+ int ep = 0;
+ //?生や養子の場合の元の職業を算出する
+
+ nullpo_retr(0, sd);
+
+ if(sd->inventory_data[n]) {
+ ep = sd->inventory_data[n]->equip;
+ if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) {
+ if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN))
+ return 34;
+ }
+ }
+ return ep;
+}
+
+int pc_setinventorydata(struct map_session_data *sd)
+{
+ int i,id;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_INVENTORY;i++) {
+ id = sd->status.inventory[i].nameid;
+ sd->inventory_data[i] = itemdb_search(id);
+ }
+ return 0;
+}
+
+int pc_calcweapontype(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->weapontype1 != 0 && sd->weapontype2 == 0)
+ sd->status.weapon = sd->weapontype1;
+ if(sd->weapontype1 == 0 && sd->weapontype2 != 0)// 左手武器 Only
+ sd->status.weapon = sd->weapontype2;
+ else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// ?短?
+ sd->status.weapon = 0x11;
+ else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// ??手?
+ sd->status.weapon = 0x12;
+ else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// ??手斧
+ sd->status.weapon = 0x13;
+ else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) ||
+ (sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // 短? - ?手?
+ sd->status.weapon = 0x14;
+ else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) ||
+ (sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // 短? - 斧
+ sd->status.weapon = 0x15;
+ else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) ||
+ (sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // ?手? - 斧
+ sd->status.weapon = 0x16;
+ else
+ sd->status.weapon = sd->weapontype1;
+
+ return 0;
+}
+
+int pc_setequipindex(struct map_session_data *sd)
+{
+ int i,j;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<11;i++)
+ sd->equip_index[i] = -1;
+
+ for(i=0;i<MAX_INVENTORY;i++) {
+ if(sd->status.inventory[i].nameid <= 0)
+ continue;
+ if(sd->status.inventory[i].equip) {
+ for(j=0;j<11;j++)
+ if(sd->status.inventory[i].equip & equip_pos[j])
+ sd->equip_index[j] = i;
+ if(sd->status.inventory[i].equip & 0x0002) {
+ if(sd->inventory_data[i])
+ sd->weapontype1 = sd->inventory_data[i]->look;
+ else
+ sd->weapontype1 = 0;
+ }
+ if(sd->status.inventory[i].equip & 0x0020) {
+ if(sd->inventory_data[i]) {
+ if(sd->inventory_data[i]->type == 4) {
+ if(sd->status.inventory[i].equip == 0x0020)
+ sd->weapontype2 = sd->inventory_data[i]->look;
+ else
+ sd->weapontype2 = 0;
+ }
+ else
+ sd->weapontype2 = 0;
+ }
+ else
+ sd->weapontype2 = 0;
+ }
+ }
+ }
+ pc_calcweapontype(sd);
+
+ return 0;
+}
+
+int pc_isequip(struct map_session_data *sd,int n)
+{
+ struct item_data *item;
+ //?生や養子の場合の元の職業を算出する
+
+ nullpo_retr(0, sd);
+
+ item = sd->inventory_data[n];
+
+ 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)) //optimized by Lupus
+ return 0;
+ if(map_flag_gvg(sd->bl.m) && (item->flag.no_equip>1)) //optimized by Lupus
+ return 0;
+ if((item->equip & 0x0002 || item->equip & 0x0020) && item->type == 4 && sd->sc_data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG]
+ return 0;
+ if(item->equip & 0x0020 && item->type == 5 && sd->sc_data[SC_STRIPSHIELD].timer != -1) // Also works with left-hand weapons [DracoRPG]
+ return 0;
+ if(item->equip & 0x0010 && sd->sc_data[SC_STRIPARMOR].timer != -1)
+ return 0;
+ if(item->equip & 0x0100 && sd->sc_data[SC_STRIPHELM].timer != -1)
+ return 0;
+
+ if (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_SUPERNOVICE) {
+ //Spirit of Super Novice equip bonuses. [Skotlex]
+ if (sd->status.base_level > 90 && item->equip & 0x301)
+ return 1; //Can equip all helms
+ if (sd->status.base_level > 96 && item->equip & 0x022 && item->type == 4)
+ switch(item->look) { //In weapons, the look determines type of weapon.
+ case 0x01: //Level 4 Knives are equippable.. this means all knives, I'd guess?
+ case 0x02: //All 1H swords
+ case 0x06: //All 1H Axes
+ case 0x08: //All Maces
+ case 0x0a: //All Staffs
+ 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;
+}
+
+//装備破壊
+int pc_break_equip(struct map_session_data *sd, unsigned short where)
+{
+ int i, j;
+
+ nullpo_retr(-1, sd);
+ if (sd->unbreakable_equip & where)
+ return 0;
+ if (sd->unbreakable >= rand()%100)
+ return 0;
+ if (where == EQP_WEAPON && (sd->status.weapon == 0 || //Bare fists should not break :P
+ sd->status.weapon == 6 || sd->status.weapon == 7 || sd->status.weapon == 8 || // Axes and Maces can't be broken [DracoRPG]
+ sd->status.weapon == 10 || sd->status.weapon == 15 //Rods and Books can't be broken [Skotlex]
+ ))
+ return 0;
+ switch (where) {
+ case EQP_WEAPON:
+ i = SC_CP_WEAPON;
+ break;
+ case EQP_ARMOR:
+ i = SC_CP_ARMOR;
+ break;
+ case EQP_SHIELD:
+ i = SC_CP_SHIELD;
+ break;
+ case EQP_HELM:
+ i = SC_CP_HELM;
+ break;
+ default:
+ return 0;
+ }
+ if (sd->sc_count && sd->sc_data[i].timer != -1)
+ return 0;
+
+ for (i = 0; i < 11; i++) {
+ if ((j = sd->equip_index[i]) > 0 && sd->status.inventory[j].attribute != 1 &&
+ ((where == EQP_HELM && i == 6) ||
+ (where == EQP_ARMOR && i == 7) ||
+ (where == EQP_WEAPON && (i == 8 || i == 9) && sd->inventory_data[j]->type == 4) ||
+ (where == EQP_SHIELD && i == 9 && sd->inventory_data[j]->type == 5)))
+ {
+ sd->status.inventory[j].attribute = 1;
+ pc_unequipitem(sd, j, 3);
+ clif_equiplist(sd);
+ return 1;
+ }
+ }
+
+ return 1;
+}
+
+/*==========================================
+ * session idに問題無し
+ * char鯖から送られてきたステ?タスを設定
+ *------------------------------------------
+ */
+int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
+{
+ struct party *p;
+ struct guild *g;
+ int i;
+ unsigned long tick = gettick();
+
+ if (sd->state.auth) //Temporary debug. [Skotlex]
+ {
+ ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id);
+ return 1;
+ }
+
+ sd->login_id2 = login_id2;
+ memcpy(&sd->status, st, sizeof(*st));
+
+ if (sd->status.sex != sd->sex) {
+ clif_authfail_fd(sd->fd, 0);
+ return 1;
+ }
+
+ //Set the map-server used job id. [Skotlex]
+ sd->class_ = pc_jobid2mapid((unsigned short) sd->status.class_);
+
+ //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
+ // 基本的な初期化
+ sd->state.connect_new = 1;
+
+ sd->view_class = sd->status.class_;
+ sd->speed = DEFAULT_WALK_SPEED;
+ sd->walktimer = -1;
+ sd->attacktimer = -1;
+ sd->followtimer = -1; // [MouseJstr]
+ sd->skilltimer = -1;
+ sd->skillitem = -1;
+ sd->skillitemlv = -1;
+ sd->invincible_timer = -1;
+
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->canregen_tick = tick;
+ sd->attackabletime = tick;
+
+ for(i = 0; i < MAX_SKILL_LEVEL; i++)
+ sd->spirit_timer[i] = -1;
+ for(i = 0; i < MAX_SKILLTIMERSKILL; i++)
+ sd->skilltimerskill[i].timer = -1;
+
+
+ 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_delay_skill_fail)
+ sd->state.showdelay = 1;
+
+ // Request all registries.
+ intif_request_registry(sd,7);
+
+ // アイテムチェック
+ pc_setinventorydata(sd);
+ pc_checkitem(sd);
+
+ // pet
+ sd->pet_hungry_timer = -1;
+
+ // ステ?タス異常の初期化
+ for(i = 0; i < MAX_STATUSCHANGE; i++) {
+ sd->sc_data[i].timer=-1;
+ }
+ sd->sc_count=0;
+ if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
+ (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
+ sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE);
+ else
+ sd->status.option &= OPTION_MASK;
+
+ // パ?ティ??係の初期化
+ sd->party_x = -1;
+ sd->party_y = -1;
+ sd->guild_x = -1;
+ sd->guild_y = -1;
+
+ // イベント?係の初期化
+ for(i = 0; i < MAX_EVENTTIMER; i++)
+ sd->eventtimer[i] = -1;
+
+ // Moved PVP timer initialisation before set_pos
+ sd->pvp_timer = -1;
+
+ // 位置の設定
+ if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) {
+ if(battle_config.error_log)
+ 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 1;
+ }
+ }
+
+ // pet
+ if (sd->status.pet_id > 0)
+ intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);
+
+ // パ?ティ、ギルドデ?タの要求
+ if (sd->status.party_id > 0 && (p = party_search(sd->status.party_id)) == NULL)
+ party_request_info(sd->status.party_id);
+ if (sd->status.guild_id > 0)
+ {
+ if ((g = guild_search(sd->status.guild_id)) == NULL)
+ guild_request_info(sd->status.guild_id);
+ else if (strcmp(sd->status.name,g->master) == 0)
+ { //Block Guild Skills to prevent logout/login reuse exploiting. [Skotlex]
+ guild_block_skill(sd, 300000);
+ //Also set the Guild Master flag.
+ sd->state.gmaster_flag = g;
+ }
+ }
+
+ // 通知
+
+ clif_authok(sd);
+ map_addiddb(&sd->bl);
+ if (map_charid2nick(sd->status.char_id) == NULL)
+ map_addchariddb(sd->status.char_id, sd->status.name);
+
+ // Notify everyone that this char logged in [Skotlex].
+ clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 1);
+
+ sd->feel_level=-1;
+ //Until the reg values arrive, set them to not require trigger...
+ sd->state.event_death = 1;
+ sd->state.event_kill = 1;
+ sd->state.event_disconnect = 1;
+
+ 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);
+ //Night packet is sent when it finishes loading the map. [Skotlex]
+ }
+
+ // ステ?タス初期計算など
+ status_calc_pc(sd,1);
+
+ sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
+ { //Add IP field
+ unsigned char *ip = (unsigned char *) &session[sd->fd]->client_addr.sin_addr;
+ if (pc_isGM(sd))
+ ShowInfo("GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%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->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3], pc_isGM(sd));
+ else
+ ShowInfo("Character '"CL_WHITE"%s"CL_RESET"' logged in. (Account ID: '"CL_WHITE"%d"CL_RESET"', Connection: '"CL_WHITE"%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->fd, sd->packet_ver, ip[0],ip[1],ip[2],ip[3]);
+ }
+
+ // 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]
+ {
+ int ln;
+ for(ln=0; motd_text[ln][0] && ln < MOTD_LINE_SIZE; ln++) {
+ if (battle_config.motd_type)
+ clif_disp_onlyself(sd,motd_text[ln],strlen(motd_text[ln]));
+ else
+ clif_displaymessage(sd->fd, motd_text[ln]);
+ }
+ }
+
+#ifndef TXT_ONLY
+ if(mail_server_enable)
+ mail_check(sd,1); // check mail at login [Valaris]
+#endif
+
+ // message of the limited time of the account
+ if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
+ char tmpstr[1024];
+ strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
+ clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Closes a connection because it failed to be authenticated from the char server.
+ *------------------------------------------
+ */
+int pc_authfail(struct map_session_data *sd) {
+
+ if (sd->state.auth) //Temporary debug. [Skotlex]
+ ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id);
+
+ if (!sd->fd)
+ ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id);
+
+ clif_authfail_fd(sd->fd, 0);
+ return 0;
+}
+
+/*==========================================
+ * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
+ *------------------------------------------
+ */
+int pc_reg_received(struct map_session_data *sd)
+{
+ int i,j;
+ char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
+ char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"};
+
+ sd->change_level = pc_readglobalreg(sd,"jobchange_level");
+ sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");
+
+ if (pc_checkskill(sd, TK_MISSION)) {
+ 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,feel_var[i]))!=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,hate_var[i]) - 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
+ clif_skillinfoblock(sd);
+ }
+ }
+
+ // Automated script events
+ if (script_config.event_requires_trigger) {
+ sd->state.event_death = pc_readglobalreg(sd, script_config.die_event_name);
+ sd->state.event_kill = pc_readglobalreg(sd, script_config.kill_event_name);
+ sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name);
+ // if script triggers are not required
+ } else {
+ sd->state.event_death = 1;
+ sd->state.event_kill = 1;
+ sd->state.event_disconnect = 1;
+ }
+
+ if (script_config.event_script_type == 0) {
+ struct npc_data *npc;
+ if ((npc = npc_name2id(script_config.login_event_name))) {
+ run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLoginNPC
+ ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.login_event_name);
+ }
+ } else {
+ ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
+ npc_event_doall_id(script_config.login_event_name, sd->bl.id), script_config.login_event_name);
+ }
+
+ return 0;
+}
+
+static int pc_calc_skillpoint(struct map_session_data* sd)
+{
+ int i,skill,inf2,skill_point=0;
+
+ nullpo_retr(0, 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;
+}
+
+
+/*==========================================
+ * ?えられるスキルの計算
+ *------------------------------------------
+ */
+int pc_calc_skilltree(struct map_session_data *sd)
+{
+ int i,id=0,flag;
+ int c=0;
+
+ nullpo_retr(0, sd);
+
+ c = pc_mapid2jobid(pc_calc_skilltree_normalize_job(sd), sd->status.sex);
+
+ 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){
+ sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;
+ sd->status.skill[i].flag=0;
+ }
+ else
+ if(sd->sc_data[SC_SPIRIT].timer != -1 && 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.
+ 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.
+ 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)) //Only skills you can't have are npc/guild ones
+ continue;
+ 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=1;
+ if(!battle_config.skillfree) {
+ for(j=0;j<5;j++) {
+ if( skill_tree[c][i].need[j].id &&
+ pc_checkskill(sd,skill_tree[c][i].need[j].id) <
+ skill_tree[c][i].need[j].lv) {
+ f=0;
+ break;
+ }
+ }
+ if (sd->status.job_level < skill_tree[c][i].joblv)
+ f=0;
+ else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
+ f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
+ }
+ if(sd->status.skill[id].id==0 ){
+ if(sd->sc_data[SC_SPIRIT].timer != -1 && skill_get_inf2(id)&INF2_SPIRIT_SKILL) { //Enable Spirit Skills. [Skotlex]
+ sd->status.skill[id].id=id;
+ sd->status.skill[id].lv=1;
+ sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
+ flag=1;
+ } else if (f){
+ sd->status.skill[id].id=id;
+ flag=1;
+ }
+ }
+ }
+ } while(flag);
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON)) {
+ //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex]
+ 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;
+}
+
+// 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].id = 0;
+ sd->status.skill[i].lv = 0;
+ 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 || !(sd->class_&JOBL_2) || (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
+ return c; //Only Normalize non-first classes (and non-super novice)
+
+ skill_point = pc_calc_skillpoint(sd);
+ if(skill_point < 9)
+ c = MAPID_NOVICE;
+ else if (sd->status.skill_point >= (int)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;
+}
+
+/*==========================================
+ * 重量アイコンの確認
+ *------------------------------------------
+ */
+int pc_checkweighticon(struct map_session_data *sd)
+{
+ int flag=0;
+
+ nullpo_retr(0, sd);
+
+ //Consider the battle option 50% criteria....
+ if(sd->weight*100 >= sd->max_weight*battle_config.natural_heal_weight_rate)
+ flag=1;
+ if(sd->weight*10 >= sd->max_weight*9)
+ flag=2;
+
+ if(flag==1){
+ if(sd->sc_data[SC_WEIGHT50].timer==-1)
+ status_change_start(&sd->bl,SC_WEIGHT50,0,0,0,0,0,0);
+ }else{
+ if(sd->sc_data[SC_WEIGHT50].timer!=-1)
+ status_change_end(&sd->bl,SC_WEIGHT50,-1);
+ }
+ if(flag==2){
+ if(sd->sc_data[SC_WEIGHT90].timer==-1)
+ status_change_start(&sd->bl,SC_WEIGHT90,0,0,0,0,0,0);
+ }else{
+ if(sd->sc_data[SC_WEIGHT90].timer!=-1)
+ status_change_end(&sd->bl,SC_WEIGHT90,-1);
+ }
+ return 0;
+}
+
+/*==========================================
+ * ? 備品による能力等のボ?ナス設定
+ *------------------------------------------
+ */
+int pc_bonus(struct map_session_data *sd,int type,int val)
+{
+ int i;
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_STR:
+ case SP_AGI:
+ case SP_VIT:
+ case SP_INT:
+ case SP_DEX:
+ case SP_LUK:
+ if(sd->state.lr_flag != 2)
+ sd->parame[type-SP_STR]+=val;
+ break;
+ case SP_ATK1:
+ if(!sd->state.lr_flag)
+ sd->right_weapon.watk+=val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.watk+=val;
+ break;
+ case SP_ATK2:
+ if(!sd->state.lr_flag)
+ sd->right_weapon.watk2+=val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.watk2+=val;
+ break;
+ case SP_BASE_ATK:
+ if(sd->state.lr_flag != 2)
+ sd->base_atk+=val;
+ break;
+ case SP_MATK1:
+ if(sd->state.lr_flag != 2)
+ sd->matk1 += val;
+ break;
+ case SP_MATK2:
+ if(sd->state.lr_flag != 2)
+ sd->matk2 += val;
+ break;
+ case SP_MATK:
+ if(sd->state.lr_flag != 2) {
+ sd->matk1 += val;
+ sd->matk2 += val;
+ }
+ break;
+ case SP_DEF1:
+ if(sd->state.lr_flag != 2)
+ sd->def+=val;
+ break;
+ case SP_DEF2:
+ if(sd->state.lr_flag != 2)
+ sd->def2+=val;
+ break;
+ case SP_MDEF1:
+ if(sd->state.lr_flag != 2)
+ sd->mdef+=val;
+ break;
+ case SP_MDEF2:
+ if(sd->state.lr_flag != 2)
+ sd->mdef+=val;
+ break;
+ case SP_HIT:
+ if(sd->state.lr_flag != 2)
+ sd->hit+=val;
+ else
+ sd->arrow_hit+=val;
+ break;
+ case SP_FLEE1:
+ if(sd->state.lr_flag != 2)
+ sd->flee+=val;
+ break;
+ case SP_FLEE2:
+ if(sd->state.lr_flag != 2)
+ sd->flee2+=val*10;
+ break;
+ case SP_CRITICAL:
+ if(sd->state.lr_flag != 2)
+ sd->critical+=val*10;
+ else
+ sd->arrow_cri += val*10;
+ break;
+ case SP_ATKELE:
+ if(!sd->state.lr_flag)
+ sd->right_weapon.atk_ele=val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.atk_ele=val;
+ else if(sd->state.lr_flag == 2)
+ sd->arrow_ele=val;
+ break;
+ case SP_DEFELE:
+ if(sd->state.lr_flag != 2)
+ sd->def_ele=val;
+ break;
+ case SP_MAXHP:
+ if(sd->state.lr_flag != 2)
+ sd->status.max_hp+=val;
+ break;
+ case SP_MAXSP:
+ if(sd->state.lr_flag != 2)
+ sd->status.max_sp+=val;
+ break;
+ case SP_CASTRATE:
+ if(sd->state.lr_flag != 2)
+ sd->castrate+=val;
+ break;
+ case SP_MAXHPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->hprate+=val;
+ break;
+ case SP_MAXSPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->sprate+=val;
+ break;
+ case SP_SPRATE:
+ if(sd->state.lr_flag != 2)
+ sd->dsprate+=val;
+ break;
+ case SP_ATTACKRANGE:
+ if(!sd->state.lr_flag)
+ sd->attackrange += val;
+ else if(sd->state.lr_flag == 1)
+ sd->attackrange_ += val;
+ else if(sd->state.lr_flag == 2)
+ sd->arrow_range += val;
+ break;
+ case SP_ADD_SPEED: //Raw increase
+ if(sd->state.lr_flag != 2)
+ sd->speed -= val;
+ break;
+ case SP_SPEED_RATE: //Non stackable increase
+ if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val)
+ sd->speed_rate = 100-val;
+ break;
+ case SP_SPEED_ADDRATE: //Stackable increase
+ if(sd->state.lr_flag != 2)
+ sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
+ break;
+ case SP_ASPD: //Raw increase
+ if(sd->state.lr_flag != 2)
+ sd->aspd -= val*10;
+ break;
+ case SP_ASPD_RATE: //Non stackable increase
+ if(sd->state.lr_flag != 2 && sd->aspd_rate > 100-val)
+ sd->aspd_rate = 100-val;
+ break;
+ case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
+ if(sd->state.lr_flag != 2)
+ sd->aspd_add_rate -= 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(!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_ELE:
+ if(sd->state.lr_flag != 2)
+ sd->ignore_mdef_ele |= 1<<val;
+ break;
+ case SP_IGNORE_MDEF_RACE:
+ if(sd->state.lr_flag != 2)
+ sd->ignore_mdef_race |= 1<<val;
+ break;
+ case SP_PERFECT_HIT_RATE:
+ if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
+ sd->perfect_hit = val;
+ break;
+ case SP_PERFECT_HIT_ADD_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->perfect_hit_add += val;
+ break;
+ case SP_CRITICAL_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->critical_rate+=val;
+ break;
+ case SP_DEF_RATIO_ATK_ELE:
+ 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(!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)
+ sd->special_state.no_magic_damage = 1;
+ break;
+ case SP_NO_WEAPON_DAMAGE:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_weapon_damage = 1;
+ break;
+ case SP_NO_GEMSTONE:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.no_gemstone = 1;
+ break;
+ case SP_INFINITE_ENDURE:
+ if(sd->state.lr_flag != 2)
+ sd->special_state.infinite_endure = 1;
+ break;
+ case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
+ if(sd->state.lr_flag != 2)
+ sd->special_state.intravision = 1;
+ break;
+ case SP_SPLASH_RANGE:
+ if(sd->state.lr_flag != 2 && sd->splash_range < val)
+ sd->splash_range = val;
+ break;
+ case SP_SPLASH_ADD_RANGE:
+ if(sd->state.lr_flag != 2)
+ sd->splash_add_range += val;
+ break;
+ case SP_SHORT_WEAPON_DAMAGE_RETURN:
+ if(sd->state.lr_flag != 2)
+ sd->short_weapon_damage_return += val;
+ break;
+ case SP_LONG_WEAPON_DAMAGE_RETURN:
+ if(sd->state.lr_flag != 2)
+ sd->long_weapon_damage_return += val;
+ break;
+ case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
+ if(sd->state.lr_flag != 2)
+ sd->magic_damage_return += val;
+ break;
+ case SP_ALL_STATS: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->parame[SP_STR-SP_STR]+=val;
+ sd->parame[SP_AGI-SP_STR]+=val;
+ sd->parame[SP_VIT-SP_STR]+=val;
+ sd->parame[SP_INT-SP_STR]+=val;
+ sd->parame[SP_DEX-SP_STR]+=val;
+ sd->parame[SP_LUK-SP_STR]+=val;
+ }
+ break;
+ case SP_AGI_VIT: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->parame[SP_AGI-SP_STR]+=val;
+ sd->parame[SP_VIT-SP_STR]+=val;
+ }
+ break;
+ case SP_AGI_DEX_STR: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->parame[SP_AGI-SP_STR]+=val;
+ sd->parame[SP_DEX-SP_STR]+=val;
+ sd->parame[SP_STR-SP_STR]+=val;
+ }
+ break;
+ case SP_PERFECT_HIDE: // [Valaris]
+ if(sd->state.lr_flag!=2) {
+ sd->state.perfect_hiding=1;
+ }
+ break;
+ case SP_DISGUISE: // Disguise script for items [Valaris]
+ if(sd->state.lr_flag!=2 && !sd->state.disguised && !pc_isriding(sd)) {
+ clif_clearchar(&sd->bl, 0);
+ sd->disguise=val;
+ clif_changeoption(&sd->bl);
+ clif_spawnpc(sd);
+ }
+ 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_CLASSCHANGE: // [Valaris]
+ if(sd->state.lr_flag !=2){
+ sd->classchange=val;
+ }
+ break;
+ case SP_LONG_ATK_RATE:
+ //if(sd->state.lr_flag != 2 && sd->long_attack_atk_rate < val)
+ // sd->long_attack_atk_rate = val;
+ 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->no_regen = 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_value += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.hp_drain_value += val;
+ }
+ break;
+ case SP_SP_DRAIN_VALUE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain_value += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain_value += val;
+ }
+ break;
+ case SP_SP_GAIN_VALUE:
+ if(!sd->state.lr_flag)
+ sd->sp_gain_value += val;
+ break;
+ case SP_IGNORE_DEF_MOB: // 0:normal monsters only, 1:affects boss monsters as well
+ if(!sd->state.lr_flag)
+ sd->right_weapon.ignore_def_mob |= 1<<val;
+ else if(sd->state.lr_flag == 1)
+ sd->left_weapon.ignore_def_mob |= 1<<val;
+ break;
+ case SP_HP_GAIN_VALUE:
+ if(!sd->state.lr_flag)
+ sd->hp_gain_value += val;
+ break;
+ case SP_DAMAGE_WHEN_UNEQUIP:
+ if(!sd->state.lr_flag) {
+ for (i=0; i<11; i++) {
+ //I think this one is bugged, notice how it uses the item_db info rather
+ // than inventory equipped position index [Skotlex]
+// if (sd->inventory_data[current_equip_item_index]->equip & equip_pos[i]) {
+ if(sd->status.inventory[current_equip_item_index].equip & equip_pos[i]) {
+ sd->unequip_losehp[i] += val;
+ break;
+ }
+ }
+ }
+ break;
+ case SP_LOSESP_WHEN_UNEQUIP:
+ if(!sd->state.lr_flag) {
+ for (i=0; i<11; i++) {
+// if (sd->inventory_data[current_equip_item_index]->equip & equip_pos[i]) {
+ if(sd->status.inventory[current_equip_item_index].equip & equip_pos[i]) {
+ sd->unequip_losesp[i] += val;
+ break;
+ }
+ }
+ }
+ break;
+ default:
+ if(battle_config.error_log)
+ ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * ? 備品による能力等のボ?ナス設定
+ *------------------------------------------
+ */
+int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_ADDELE:
+ if(!sd->state.lr_flag)
+ sd->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(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_COMMON_MIN || type2 > SC_COMMON_MAX) {
+ ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->addeff[type2-SC_COMMON_MIN]+=val;
+ else
+ sd->arrow_addeff[type2-SC_COMMON_MIN]+=val;
+ break;
+ case SP_ADDEFF2:
+ if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
+ ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2)
+ sd->addeff2[type2-SC_COMMON_MIN]+=val;
+ else
+ sd->arrow_addeff2[type2-SC_COMMON_MIN]+=val;
+ 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)
+ sd->reseff[type2-SC_COMMON_MIN]+=val;
+ break;
+ case SP_MAGIC_ADDELE:
+ if(sd->state.lr_flag != 2)
+ sd->magic_addele[type2]+=val;
+ break;
+ case SP_MAGIC_ADDRACE:
+ if(sd->state.lr_flag != 2)
+ sd->magic_addrace[type2]+=val;
+ break;
+ case SP_MAGIC_ADDSIZE:
+ if(sd->state.lr_flag != 2)
+ sd->magic_addsize[type2]+=val;
+ break;
+ case SP_ADD_DAMAGE_CLASS:
+ if(!sd->state.lr_flag) {
+ for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
+ if(sd->right_weapon.add_damage_classid[i] == type2) {
+ sd->right_weapon.add_damage_classrate[i] += val;
+ break;
+ }
+ }
+ if(i >= sd->right_weapon.add_damage_class_count && sd->right_weapon.add_damage_class_count < 10) {
+ sd->right_weapon.add_damage_classid[sd->right_weapon.add_damage_class_count] = type2;
+ sd->right_weapon.add_damage_classrate[sd->right_weapon.add_damage_class_count] += val;
+ sd->right_weapon.add_damage_class_count++;
+ }
+ }
+ else if(sd->state.lr_flag == 1) {
+ for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
+ if(sd->left_weapon.add_damage_classid[i] == type2) {
+ sd->left_weapon.add_damage_classrate[i] += val;
+ break;
+ }
+ }
+ if(i >= sd->left_weapon.add_damage_class_count && sd->left_weapon.add_damage_class_count < 10) {
+ sd->left_weapon.add_damage_classid[sd->left_weapon.add_damage_class_count] = type2;
+ sd->left_weapon.add_damage_classrate[sd->left_weapon.add_damage_class_count] += val;
+ sd->left_weapon.add_damage_class_count++;
+ }
+ }
+ break;
+ case SP_ADD_MAGIC_DAMAGE_CLASS:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->add_mdmg_count;i++) {
+ if(sd->add_mdmg[i].class_ == type2) {
+ sd->add_mdmg[i].rate += val;
+ break;
+ }
+ }
+ if(i >= sd->add_mdmg_count && sd->add_mdmg_count < MAX_PC_BONUS) {
+ sd->add_mdmg[sd->add_mdmg_count].class_ = type2;
+ sd->add_mdmg[sd->add_mdmg_count].rate += val;
+ sd->add_mdmg_count++;
+ }
+ }
+ break;
+ case SP_ADD_DEF_CLASS:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->add_def_count;i++) {
+ if(sd->add_def[i].class_ == type2) {
+ sd->add_def[i].rate += val;
+ break;
+ }
+ }
+ if(i >= sd->add_def_count && sd->add_def_count < MAX_PC_BONUS) {
+ sd->add_def[sd->add_def_count].class_ = type2;
+ sd->add_def[sd->add_def_count].rate += val;
+ sd->add_def_count++;
+ }
+ }
+ break;
+ case SP_ADD_MDEF_CLASS:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->add_mdef_count;i++) {
+ if(sd->add_mdef[i].class_ == type2) {
+ sd->add_mdef[i].rate += val;
+ break;
+ }
+ }
+ if(i >= sd->add_mdef_count && sd->add_mdef_count < MAX_PC_BONUS) {
+ sd->add_mdef[sd->add_mdef_count].class_ = type2;
+ sd->add_mdef[sd->add_mdef_count].rate += val;
+ sd->add_mdef_count++;
+ }
+ }
+ break;
+ case SP_HP_DRAIN_RATE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.hp_drain_rate += type2;
+ sd->right_weapon.hp_drain_per += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.hp_drain_rate += type2;
+ sd->left_weapon.hp_drain_per += val;
+ }
+ break;
+ case SP_HP_DRAIN_VALUE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.hp_drain_value += type2;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.hp_drain_value += type2;
+ }
+ sd->sp_drain_type = val;
+ break;
+ case SP_SP_DRAIN_RATE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain_rate += type2;
+ sd->right_weapon.sp_drain_per += val;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain_rate += type2;
+ sd->left_weapon.sp_drain_per += val;
+ }
+ sd->sp_drain_type = 0;
+ break;
+ case SP_SP_DRAIN_VALUE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain_value += type2;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain_value += type2;
+ }
+ sd->sp_drain_type = 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(sd->state.lr_flag != 2)
+ sd->weapon_coma_ele[type2] += val;
+ break;
+ case SP_WEAPON_COMA_RACE:
+ if(sd->state.lr_flag != 2)
+ sd->weapon_coma_race[type2] += val;
+ break;
+ case SP_RANDOM_ATTACK_INCREASE: // [Valaris]
+ if(sd->state.lr_flag !=2){
+ sd->random_attack_increase_add = type2;
+ sd->random_attack_increase_per += val;
+ }
+ break;
+ 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_COMMON_MIN || type2 > SC_COMMON_MAX) {
+ ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2) {
+ sd->addeff3[type2-SC_COMMON_MIN]+=val;
+ sd->addeff3_type[type2-SC_COMMON_MIN]=1;
+ }
+ break;
+ case SP_ADDEFF_WHENHIT_SHORT:
+ if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
+ ShowWarning("pc_bonus2 (Add Effect when hit short): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag != 2) {
+ sd->addeff3[type2-SC_COMMON_MIN]+=val;
+ sd->addeff3_type[type2-SC_COMMON_MIN]=0;
+ }
+ break;
+ case SP_SKILL_ATK:
+ for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++);
+ if (i == MAX_PC_BONUS)
+ { //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", MAX_PC_BONUS, type2, val);
+ break;
+ }
+ if(sd->state.lr_flag != 2) {
+ 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_ADD_SKILL_BLOW:
+ for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
+ if (i == MAX_PC_BONUS)
+ { //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", MAX_PC_BONUS, type2, val);
+ break;
+ }
+ if(sd->state.lr_flag != 2) {
+ 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_ADD_DAMAGE_BY_CLASS:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->add_dmg_count;i++) {
+ if(sd->add_dmg[i].class_ == type2) {
+ sd->add_dmg[i].rate += val;
+ break;
+ }
+ }
+ if(i >= sd->add_dmg_count && sd->add_dmg_count < MAX_PC_BONUS) {
+ sd->add_dmg[sd->add_dmg_count].class_ = type2;
+ sd->add_dmg[sd->add_dmg_count].rate += val;
+ sd->add_dmg_count++;
+ }
+ }
+ 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_ADDRACE2:
+ if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB))
+ 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(sd->state.lr_flag != 2)
+ sd->subrace2[type2]+=val;
+ break;
+ case SP_ADD_ITEM_HEAL_RATE:
+ if(sd->state.lr_flag != 2)
+ sd->itemhealrate[type2 - 1] += 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) {
+ for(i = 0; i < sd->add_drop_count; i++) {
+ if(sd->add_drop[i].id == type2) {
+ sd->add_drop[i].race |= (1<<10)|(1<<11);
+ if(sd->add_drop[i].rate < val)
+ sd->add_drop[i].rate = val;
+ break;
+ }
+ }
+ if(i >= sd->add_drop_count && sd->add_drop_count < MAX_PC_BONUS) {
+ sd->add_drop[sd->add_drop_count].id = type2;
+ // all monsters, including boss and non boss monsters
+ sd->add_drop[sd->add_drop_count].race |= (1<<10)|(1<<11);
+ sd->add_drop[sd->add_drop_count].rate = val;
+ sd->add_drop_count++;
+ }
+ }
+ break;
+ case SP_ADD_MONSTER_DROP_ITEMGROUP:
+ if (sd->state.lr_flag != 2) {
+ for(i = 0; i < sd->add_drop_count; i++) {
+ if(sd->add_drop[i].group == type2) {
+ sd->add_drop[i].id = 0;
+ sd->add_drop[i].race |= (1<<10)|(1<<11);
+ if(sd->add_drop[i].rate < val)
+ sd->add_drop[i].rate = val;
+ break;
+ }
+ }
+ if(i >= sd->add_drop_count && sd->add_drop_count < MAX_PC_BONUS) {
+ sd->add_drop[sd->add_drop_count].group = type2;
+ sd->add_drop[sd->add_drop_count].id = 0;
+ // all monsters, including boss and non boss monsters
+ sd->add_drop[sd->add_drop_count].race |= (1<<10)|(1<<11);
+ sd->add_drop[sd->add_drop_count].rate = val;
+ sd->add_drop_count++;
+ }
+ }
+ break;
+ case SP_SP_LOSS_RATE:
+ if(sd->state.lr_flag != 2) {
+ sd->sp_loss_value = type2;
+ sd->sp_loss_rate = val;
+ }
+ break;
+
+ default:
+ if(battle_config.error_log)
+ 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)
+{
+ int i;
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_ADD_MONSTER_DROP_ITEM:
+ if(sd->state.lr_flag != 2) {
+ for(i=0;i<sd->add_drop_count;i++) {
+ if(sd->add_drop[i].id == type2) {
+ sd->add_drop[i].race |= 1<<type3;
+ if(sd->add_drop[i].rate < val)
+ sd->add_drop[i].rate = val;
+ break;
+ }
+ }
+ if(i >= sd->add_drop_count && sd->add_drop_count < MAX_PC_BONUS) {
+ sd->add_drop[sd->add_drop_count].id = type2;
+ sd->add_drop[sd->add_drop_count].race |= 1<<type3;
+ sd->add_drop[sd->add_drop_count].rate = val;
+ sd->add_drop_count++;
+ }
+ }
+ break;
+ case SP_AUTOSPELL:
+ if(sd->state.lr_flag != 2) {
+ for (i = 0; i < MAX_PC_BONUS; i++) {
+ if (sd->autospell[i].id == 0 ||
+ (sd->autospell[i].id == type2 && sd->autospell[i].lv < type3) ||
+ (sd->autospell[i].id == type2 && sd->autospell[i].lv == type3 && sd->autospell[i].rate < val))
+ {
+ sd->autospell[i].id = type2;
+ sd->autospell[i].lv = type3;
+ sd->autospell[i].rate = val;
+ break;
+ }
+ }
+ }
+ break;
+ case SP_AUTOSPELL_WHENHIT:
+ if(sd->state.lr_flag != 2) {
+ for (i = 0; i < MAX_PC_BONUS; i++) {
+ if (sd->autospell2[i].id == 0 ||
+ (sd->autospell2[i].id == type2 && sd->autospell2[i].lv < type3) ||
+ (sd->autospell2[i].id == type2 && sd->autospell2[i].lv == type3 && sd->autospell2[i].rate < val))
+ {
+ sd->autospell2[i].id = type2;
+ sd->autospell2[i].lv = type3;
+ sd->autospell2[i].rate = val;
+ break;
+ }
+ }
+ }
+ break;
+ case SP_HP_LOSS_RATE:
+ if(sd->state.lr_flag != 2) {
+ sd->hp_loss_value = type2;
+ sd->hp_loss_rate = type3;
+ sd->hp_loss_type = val;
+ }
+ break;
+ case SP_SP_DRAIN_RATE:
+ if(!sd->state.lr_flag) {
+ sd->right_weapon.sp_drain_rate += type2;
+ sd->right_weapon.sp_drain_per += type3;
+ }
+ else if(sd->state.lr_flag == 1) {
+ sd->left_weapon.sp_drain_rate += type2;
+ sd->left_weapon.sp_drain_per += type3;
+ }
+ sd->sp_drain_type = val;
+ break;
+ case SP_ADD_MONSTER_DROP_ITEMGROUP:
+ if (sd->state.lr_flag != 2) {
+ for(i = 0; i < sd->add_drop_count; i++) {
+ if(sd->add_drop[i].group == type2) {
+ sd->add_drop[i].id = 0;
+ sd->add_drop[i].race |= 1<<type3;
+ if(sd->add_drop[i].rate < val)
+ sd->add_drop[i].rate = val;
+ break;
+ }
+ }
+ if(i >= sd->add_drop_count && sd->add_drop_count < 10) {
+ sd->add_drop[sd->add_drop_count].group = type2;
+ sd->add_drop[sd->add_drop_count].id = 0;
+ // all monsters, including boss and non boss monsters
+ sd->add_drop[sd->add_drop_count].race |= 1<<type3;
+ sd->add_drop[sd->add_drop_count].rate = val;
+ sd->add_drop_count++;
+ }
+ }
+ break;
+
+ default:
+ if(battle_config.error_log)
+ 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)
+{
+ int i;
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_AUTOSPELL:
+ if(sd->state.lr_flag != 2) {
+ for (i = 0; i < MAX_PC_BONUS; i++) {
+ if (sd->autospell[i].id == 0 ||
+ (sd->autospell[i].id == type2 && sd->autospell[i].lv < type3) ||
+ (sd->autospell[i].id == type2 && sd->autospell[i].lv == type3 && sd->autospell[i].rate < type4))
+ {
+ sd->autospell[i].id = (val) ? type2 : -type2; // val = 0: self, 1: enemy
+ sd->autospell[i].lv = type3;
+ sd->autospell[i].rate = type4;
+ break;
+ }
+ }
+ }
+ break;
+ case SP_AUTOSPELL_WHENHIT:
+ if(sd->state.lr_flag != 2) {
+ for (i = 0; i < MAX_PC_BONUS; i++) {
+ if (sd->autospell2[i].id == 0 ||
+ (sd->autospell2[i].id == type2 && sd->autospell2[i].lv < type3) ||
+ (sd->autospell2[i].id == type2 && sd->autospell2[i].lv == type3 && sd->autospell2[i].rate < type4))
+ {
+ sd->autospell2[i].id = (val) ? type2 : -type2; // val = 0: self, 1: enemy
+ sd->autospell2[i].lv = type3;
+ sd->autospell2[i].rate = type4;
+ break;
+ }
+ }
+ }
+ break;
+ default:
+ if(battle_config.error_log)
+ ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スクリプトによるスキル所得
+ *------------------------------------------
+ */
+int pc_skill(struct map_session_data *sd,int id,int level,int flag)
+{
+ nullpo_retr(0, sd);
+
+ if(level>MAX_SKILL_LEVEL){
+ if(battle_config.error_log)
+ ShowError("support card skill only!\n");
+ return 0;
+ }
+ if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
+ sd->status.skill[id].lv=level;
+ status_calc_pc(sd,0);
+ clif_skillinfoblock(sd);
+ }
+ else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
+ sd->status.skill[id].lv+=level;
+ status_calc_pc(sd,0);
+ clif_skillinfoblock(sd);
+ }
+ else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
+ if(sd->status.skill[id].id==id)
+ sd->status.skill[id].flag=sd->status.skill[id].lv+2; // lvを記憶
+ else {
+ sd->status.skill[id].id=id;
+ sd->status.skill[id].flag=1; // cardスキルとする
+ }
+ sd->status.skill[id].lv=level;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int pc_blockskill_end(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd = map_id2sd(id);
+ if (data <= 0 || data >= MAX_SKILL)
+ return 0;
+ if (sd) sd->blockskill[data] = 0;
+
+ return 1;
+}
+int pc_blockskill_start (struct map_session_data *sd, int skillid, int tick)
+{
+ nullpo_retr (-1, sd);
+
+ if (skillid >= 10000 && skillid < 10015)
+ skillid -= 9500;
+ else if (skillid < 1 || skillid > MAX_SKILL)
+ return -1;
+
+ sd->blockskill[skillid] = 1;
+ return add_timer(gettick()+tick,pc_blockskill_end,sd->bl.id,skillid);
+}
+
+/*==========================================
+ * カ?ド?入
+ *------------------------------------------
+ */
+int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
+{
+ int i, ep;
+ int nameid, cardid;
+
+ nullpo_retr(0, sd);
+
+ if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card])
+ return 0; //Invalid card index.
+
+ if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip])
+ return 0; //Invalid item index.
+
+ nameid=sd->status.inventory[idx_equip].nameid;
+ cardid=sd->status.inventory[idx_card].nameid;
+ ep=sd->inventory_data[idx_card]->equip;
+
+ if( nameid <= 0 || cardid <= 0 ||
+ (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない
+ sd->inventory_data[idx_card]->type!=6 || // Prevent Hack [Ancyker]
+ sd->status.inventory[idx_equip].identify==0 || // 未鑑定
+ sd->status.inventory[idx_equip].card[0]==0x00ff || // 製造武器
+ sd->status.inventory[idx_equip].card[0]==0x00fe ||
+ sd->status.inventory[idx_equip].card[0]==(short)0xff00 ||
+ !(sd->inventory_data[idx_equip]->equip&ep) || // ? 備個所違い
+ (sd->inventory_data[idx_equip]->type==4 && ep==32) || // ? 手武器と盾カ?ド
+ sd->status.inventory[idx_equip].equip){
+
+ clif_insert_card(sd,idx_equip,idx_card,1);
+ return 0;
+ }
+ for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
+ if( sd->status.inventory[idx_equip].card[i] == 0){
+ // 空きスロットがあったので差し?む
+ sd->status.inventory[idx_equip].card[i]=cardid;
+
+ // カ?ドは減らす
+ clif_insert_card(sd,idx_equip,idx_card,0);
+ pc_delitem(sd,idx_card,1,1);
+ return 0;
+ }
+ }
+ clif_insert_card(sd,idx_equip,idx_card,1);
+ return 0;
+}
+
+//
+// アイテム物
+//
+
+/*==========================================
+ * スキルによる買い値修正
+ *------------------------------------------
+ */
+int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
+{
+ int skill,val = orig_value,rate1 = 0,rate2 = 0;
+ if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント
+ rate1 = 5+skill*2-((skill==10)? 1:0);
+ if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント
+ rate2 = 5+skill*4;
+ if(rate1 < rate2) rate1 = rate2;
+ if(rate1)
+ val = (int)((double)orig_value*(double)(100-rate1)/100.);
+ if(val < 0) val = 0;
+ if(orig_value > 0 && val < 1) val = 1;
+
+ return val;
+}
+
+/*==========================================
+ * スキルによる?り値修正
+ *------------------------------------------
+ */
+int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
+{
+ int skill,val = orig_value,rate = 0;
+ if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ
+ rate = 5+skill*2-((skill==10)? 1:0);
+ if(rate)
+ val = (int)((double)orig_value*(double)(100+rate)/100.);
+ if(val < 0) val = 0;
+ if(orig_value > 0 && val < 1) val = 1;
+
+ return val;
+}
+
+/*==========================================
+ * アイテムを買った暫ノ、新しいアイテム欄を使うか、
+ * 3万個制限にかかるか確認
+ *------------------------------------------
+ */
+int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(itemdb_isequip(nameid))
+ return ADDITEM_NEW;
+
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==nameid){
+ if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
+ return ADDITEM_OVERAMOUNT;
+ return ADDITEM_EXIST;
+ }
+ }
+
+ if(amount > MAX_AMOUNT)
+ return ADDITEM_OVERAMOUNT;
+ return ADDITEM_NEW;
+}
+
+/*==========================================
+ * 空きアイテム欄の個?
+ *------------------------------------------
+ */
+int pc_inventoryblank(struct map_session_data *sd)
+{
+ int i,b;
+
+ nullpo_retr(0, sd);
+
+ for(i=0,b=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0)
+ b++;
+ }
+
+ return b;
+}
+
+/*==========================================
+ * お金を?う
+ *------------------------------------------
+ */
+int pc_payzeny(struct map_session_data *sd,int zeny)
+{
+ double z;
+
+ nullpo_retr(0, sd);
+
+ z = (double)sd->status.zeny;
+ if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
+ return 1;
+ sd->status.zeny-=zeny;
+ clif_updatestatus(sd,SP_ZENY);
+
+ return 0;
+}
+
+/*==========================================
+ * お金を得る
+ *------------------------------------------
+ */
+int pc_getzeny(struct map_session_data *sd,int zeny)
+{
+ double z;
+
+ nullpo_retr(0, sd);
+
+ z = (double)sd->status.zeny;
+ if(z + (double)zeny > MAX_ZENY) {
+ zeny = 0;
+ sd->status.zeny = MAX_ZENY;
+ }
+ sd->status.zeny+=zeny;
+ clif_updatestatus(sd,SP_ZENY);
+ if(zeny > 0 && sd->state.showzeny){
+ char output[255];
+ sprintf(output, "Gained %dz.", zeny);
+ clif_disp_onlyself(sd,output,strlen(output));
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを探して、インデックスを返す
+ *------------------------------------------
+ */
+int pc_search_inventory(struct map_session_data *sd,int item_id)
+{
+ int i;
+
+ nullpo_retr(-1, sd);
+
+ for(i=0;i<MAX_INVENTORY;i++) {
+ if(sd->status.inventory[i].nameid == item_id &&
+ (sd->status.inventory[i].amount > 0 || item_id == 0))
+ return i;
+ }
+
+ return -1;
+}
+
+/*==========================================
+ * アイテム追加。個?のみitem構造?の?字を無視
+ *------------------------------------------
+ */
+int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
+{
+ struct item_data *data;
+ int i;
+ long 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);
+ w = data->weight*amount;
+ if(w + (long)sd->weight > (long)sd->max_weight || w + (long)sd->weight < 0) //Weight overflow check?
+ return 2;
+
+ i = MAX_INVENTORY;
+
+ if (!itemdb_isequip2(data)){
+ // 装 備品ではないので、既所有品なら個数のみ変化させる
+ for (i = 0; i < MAX_INVENTORY; i++)
+ if(sd->status.inventory[i].nameid == item_data->nameid &&
+ sd->status.inventory[i].card[0] == item_data->card[0] &&
+ sd->status.inventory[i].card[1] == item_data->card[1] &&
+ sd->status.inventory[i].card[2] == item_data->card[2] &&
+ sd->status.inventory[i].card[3] == item_data->card[3])
+ {
+ if (amount < 0 || amount > MAX_AMOUNT || sd->status.inventory[i].amount + amount > MAX_AMOUNT)
+ return 5;
+ sd->status.inventory[i].amount += amount;
+ clif_additem(sd,i,amount,0);
+ break;
+ }
+ }
+ if (i >= MAX_INVENTORY){
+ // 装 備品か未所有品だったので空き欄へ追加
+ i = pc_search_inventory(sd,0);
+ if(i >= 0) {
+ // clear equips field first, just in case
+ if (item_data->equip != 0)
+ item_data->equip = 0;
+ memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
+ sd->status.inventory[i].amount = amount;
+ sd->inventory_data[i] = data;
+ clif_additem(sd,i,amount,0);
+ }
+ else return 4;
+ }
+ sd->weight += (int)w;
+ clif_updatestatus(sd,SP_WEIGHT);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを減らす
+ *------------------------------------------
+ */
+int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
+{
+ nullpo_retr(1, sd);
+
+ if(sd->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);
+ if(!(type&2))
+ clif_updatestatus(sd,SP_WEIGHT);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを落す
+ *------------------------------------------
+ */
+int pc_dropitem(struct map_session_data *sd,int n,int amount)
+{
+ nullpo_retr(1, sd);
+
+ if(n < 0 || n >= MAX_INVENTORY)
+ return 1;
+
+ if(amount <= 0)
+ return 1;
+
+ if (sd->status.inventory[n].nameid <= 0 ||
+ sd->status.inventory[n].amount < amount ||
+ sd->trade_partner != 0 || sd->vender_id != 0 ||
+ sd->status.inventory[n].amount <= 0)
+ return 1;
+
+ if (!pc_candrop(sd,sd->status.inventory[n].nameid))
+ { //The client does not likes being silently ignored, so we send it a del of 0 qty
+ clif_delitem(sd,n,0);
+ clif_displaymessage (sd->fd, msg_txt(263));
+ return 1;
+ }
+
+ //Logs items, dropped by (P)layers [Lupus]
+ if(log_config.pick > 0 )
+ log_pick(sd, "P", 0, 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, NULL, NULL, NULL, 0) != 0)
+ pc_delitem(sd, n, amount, 0);
+ else
+ clif_delitem(sd,n,0);
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムを拾う
+ *------------------------------------------
+ */
+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 *p=NULL;
+
+ nullpo_retr(0, sd);
+ nullpo_retr(0, fitem);
+
+ if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->skillid!=BS_GREED)
+ return 0; // 距離が遠い
+
+ if (sd->status.party_id)
+ p = party_search(sd->status.party_id);
+
+ if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id) {
+ first_sd = map_id2sd(fitem->first_get_id);
+ if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
+ if (!(p && p->item&1 &&
+ first_sd && first_sd->status.party_id == sd->status.party_id
+ )) {
+ clif_additem(sd,0,0,6);
+ return 0;
+ }
+ }
+ else if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id) {
+ second_sd = map_id2sd(fitem->second_get_id);
+ if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
+ if(!(p && p->item&1 &&
+ ((first_sd && first_sd->status.party_id == sd->status.party_id) ||
+ (second_sd && second_sd->status.party_id == sd->status.party_id))
+ )) {
+ clif_additem(sd,0,0,6);
+ return 0;
+ }
+ }
+ else if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id) {
+ third_sd = map_id2sd(fitem->third_get_id);
+ if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
+ if(!(p && p->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))
+ )) {
+ clif_additem(sd,0,0,6);
+ return 0;
+ }
+ }
+ }
+ }
+ }
+ first_sd = NULL; //First_sd will store who picked up the item.
+ if (p && p->item&2) { //item distribution to party members.
+ first_sd = NULL;
+ if (battle_config.party_share_type) { //Round Robin
+ int i;
+ i = p->itemc;
+ do {
+ i++;
+ if (i >= MAX_PARTY)
+ i = 0; // reset counter to 1st person in party so it'll stop when it reaches "itemc"
+ if ((second_sd=p->member[i].sd)==NULL || sd->bl.m != second_sd->bl.m)
+ continue;
+
+ if (pc_additem(second_sd,&fitem->item_data,fitem->item_data.amount))
+ continue; //Chosen char can't pick up loot.
+ //Successful pick.
+ first_sd = second_sd;
+ break;
+ } while (i != p->itemc);
+ // Skip to the current receiver of an item, so the next pick should not go to him again.
+ p->itemc = i;
+ } else { //Random pick
+ struct map_session_data*psd[MAX_PARTY];
+ int i, count=0;
+ //Collect pick candidates
+ for (i = 0; i < MAX_PARTY; i++) {
+ if ((psd[count]=p->member[i].sd) && psd[count]->bl.m == sd->bl.m)
+ count++;
+ }
+ if (count > 0) { //Pick a random member.
+ do {
+ i = rand()%count;
+ if (pc_additem(psd[i],&fitem->item_data,fitem->item_data.amount))
+ { //Discard this receiver.
+ psd[i] = psd[count-1];
+ count--;
+ } else { //Successful pick.
+ first_sd = psd[i];
+ break;
+ }
+ } while (count > 0);
+ }
+ }
+ }
+ if (!first_sd) { //Noone has picked it up yet...
+ if ((flag = pc_additem(sd,&fitem->item_data,fitem->item_data.amount))) {
+ clif_additem(sd,0,0,flag);
+ return 1;
+ }
+ first_sd = sd;
+ }
+ if(log_config.pick) //Logs items, taken by (P)layers [Lupus]
+ log_pick(first_sd, "P", 0, fitem->item_data.nameid, fitem->item_data.amount, (struct item*)&fitem->item_data);
+ //Logs
+ if(battle_config.party_show_share_picker && first_sd != sd){
+ char output[80];
+ sprintf(output, "%s acquired the item.",first_sd->status.name);
+ clif_disp_onlyself(sd,output,strlen(output));
+ }
+
+ //Display pickup animation.
+ if(sd->attacktimer != -1)
+ pc_stopattack(sd);
+
+ clif_takeitem(&sd->bl,&fitem->bl);
+ map_clearflooritem(fitem->bl.id);
+ return 0;
+}
+
+int pc_isUseitem(struct map_session_data *sd,int n)
+{
+ struct item_data *item;
+ int nameid;
+
+ nullpo_retr(0, sd);
+
+ item = sd->inventory_data[n];
+ nameid = sd->status.inventory[n].nameid;
+
+ if(item == NULL)
+ return 0;
+ //Not consumable item
+ if(item->type != 0 && item->type != 2)
+ return 0;
+ //Anodyne (can't use Anodyne's Endure at GVG)
+ if((nameid == 605) && map_flag_gvg(sd->bl.m))
+ return 0;
+ //Fly Wing (can't use at GVG and when noteleport flag is on)
+ if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) {
+ clif_skill_teleportmessage(sd,0);
+ return 0;
+ }
+ //Fly Wing (can't use when you in duel) [LuzZza]
+ if(nameid == 601 && (!battle_config.duel_allow_teleport && sd->duel_group)) {
+ clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
+ return 0;
+ }
+ //Butterfly Wing (can't use noreturn flag is on and if duel)
+ if(nameid == 602 && map[sd->bl.m].flag.noreturn)
+ return 0;
+ //BW (can't use when you in duel) [LuzZza]
+ if(nameid == 602 && (!battle_config.duel_allow_teleport && sd->duel_group)) {
+ clif_displaymessage(sd->fd, "Duel: Can't use this item in duel.");
+ return 0;
+ }
+ //Dead Branch & Bloody Branch & Porings Box (can't use at GVG and when nobranch flag is on)
+ if((nameid == 604 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m)))
+ 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;
+}
+
+/*==========================================
+ * アイテムを使う
+ *------------------------------------------
+ */
+int pc_useitem(struct map_session_data *sd,int n)
+{
+ int amount;
+
+ nullpo_retr(1, sd);
+
+ if(n >=0 && n < MAX_INVENTORY) {
+ unsigned char *script;
+ sd->itemid = sd->status.inventory[n].nameid;
+ sd->itemindex = n;
+ amount = sd->status.inventory[n].amount;
+ if(sd->status.inventory[n].nameid <= 0 ||
+ sd->status.inventory[n].amount <= 0 ||
+ gettick() < sd->canuseitem_tick || //Prevent mass item usage. [Skotlex]
+ sd->sc_data[SC_BERSERK].timer!=-1 ||
+ sd->sc_data[SC_MARIONETTE].timer!=-1 ||
+ sd->sc_data[SC_GRAVITATION].timer!=-1 ||
+ //Cannot use Potions/Healing items while under Gospel.
+ (sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 != BCT_SELF && sd->inventory_data[n]->type == 0) ||
+ (pc_issit(sd) && (sd->itemid == 605 || sd->itemid == 606)) ||
+ //added item_noequip.txt items check by Maya&[Lupus]
+ (map[sd->bl.m].flag.pvp && (sd->inventory_data[n]->flag.no_equip&1) ) || // PVP
+ (map_flag_gvg(sd->bl.m) && (sd->inventory_data[n]->flag.no_equip>1) ) || // GVG
+ !pc_isUseitem(sd,n) ) {
+ clif_useitemack(sd,n,0,0);
+ return 1;
+ }
+ script = sd->inventory_data[n]->script;
+ amount = sd->status.inventory[n].amount;
+ //Check if the item is to be consumed inmediately [Skotlex]
+ if (sd->inventory_data[n]->flag.delay_consume)
+ clif_useitemack(sd,n,amount,1);
+ else {
+ clif_useitemack(sd,n,amount-1,1);
+
+ //Logs (C)onsumable items [Lupus]
+ if(log_config.pick > 0 ) {
+ log_pick(sd, "C", 0, sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]);
+ }
+ //Logs
+
+ pc_delitem(sd,n,1,1);
+ }
+ if(sd->status.inventory[n].card[0]==0x00fe && pc_istop10fame(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].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_ROGUE)
+ potion_flag = 3; //Even more effective potions.
+ }
+ sd->canuseitem_tick= gettick() + battle_config.item_use_interval; //Update item use time.
+ run_script(script,0,sd->bl.id,0);
+ potion_flag = 0;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * カ?トアイテム追加。個?のみitem構造?の?字を無視
+ *------------------------------------------
+ */
+int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
+{
+ struct item_data *data;
+ int i,w;
+
+ nullpo_retr(1, sd);
+ nullpo_retr(1, item_data);
+
+ if(item_data->nameid <= 0 || amount <= 0)
+ return 1;
+ data = itemdb_search(item_data->nameid);
+
+ if(!itemdb_cancartstore(item_data->nameid, 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 > sd->cart_max_weight)
+ return 1;
+
+ i=MAX_CART;
+ if(!itemdb_isequip2(data)){
+ // 装 備品ではないので、既所有品なら個数のみ変化させる
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==item_data->nameid &&
+ sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
+ sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
+ if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
+ return 1;
+ sd->status.cart[i].amount+=amount;
+ clif_cart_additem(sd,i,amount,0);
+ break;
+ }
+ }
+ }
+ if(i >= MAX_CART){
+ // 装 備品か未所有品だったので空き欄へ追加
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0){
+ memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
+ sd->status.cart[i].amount=amount;
+ sd->cart_num++;
+ clif_cart_additem(sd,i,amount,0);
+ break;
+ }
+ }
+ if(i >= MAX_CART)
+ return 1;
+ }
+ sd->cart_weight += w;
+ clif_updatestatus(sd,SP_CARTINFO);
+
+ return 0;
+}
+
+/*==========================================
+ * カ?トアイテムを減らす
+ *------------------------------------------
+ */
+int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
+{
+ nullpo_retr(1, sd);
+
+ if(sd->status.cart[n].nameid==0 ||
+ sd->status.cart[n].amount<amount)
+ return 1;
+
+ sd->status.cart[n].amount -= amount;
+ sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
+ if(sd->status.cart[n].amount <= 0){
+ memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
+ sd->cart_num--;
+ }
+ if(!type) {
+ clif_cart_delitem(sd,n,amount);
+ clif_updatestatus(sd,SP_CARTINFO);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * カ?トへアイテム移動
+ *------------------------------------------
+ */
+int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
+ struct item *item_data;
+
+ nullpo_retr(0, sd);
+
+ if (idx < 0 || idx >= MAX_CART) //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);
+
+ return 1;
+}
+
+/*==========================================
+ * カ?ト?のアイテム?確認(個?の差分を返す)
+ *------------------------------------------
+ */
+int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
+{
+ struct item *item_data;
+
+ nullpo_retr(-1, sd);
+ nullpo_retr(-1, item_data=&sd->status.cart[idx]);
+
+ if( item_data->nameid==0 || !item_data->amount)
+ return -1;
+ return item_data->amount-amount;
+}
+/*==========================================
+ * カ?トからアイテム移動
+ *------------------------------------------
+ */
+
+int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
+{
+ struct item *item_data;
+ int flag;
+
+ nullpo_retr(0, sd);
+
+ if (idx < 0 || idx >= MAX_CART) //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;
+}
+
+/*==========================================
+ * スティル品公開
+ *------------------------------------------
+ */
+int pc_show_steal(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd;
+ int itemid;
+ int type;
+
+ struct item_data *item=NULL;
+ char output[100];
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));
+
+ itemid=va_arg(ap,int);
+ type=va_arg(ap,int);
+
+ if(!type){
+ if((item=itemdb_exists(itemid))==NULL)
+ sprintf(output,"%s stole an Unknown Item.",sd->status.name);
+ else
+ sprintf(output,"%s stole %s.",sd->status.name,item->jname);
+ clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
+ }else{
+ sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name);
+ clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
+ }
+
+ return 0;
+}
+/*==========================================
+ *
+ *------------------------------------------
+ */
+//** pc.c: Small Steal Item fix by fritz
+int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
+{
+ int i,j,skill,itemid,flag;
+ struct mob_data *md;
+ struct item tmp_item;
+
+ if(!sd || !bl || bl->type != BL_MOB)
+ return 0;
+
+ md=(struct mob_data *)bl;
+
+ if(md->state.steal_flag || status_get_mode(bl)&MD_BOSS || md->master_id ||
+ (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris]
+ map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky]
+ md->sc_data[SC_STONE].timer != -1 || md->sc_data[SC_FREEZE].timer != -1 //status change check
+ )
+ return 0;
+
+ skill = battle_config.skill_steal_type == 1
+ ? (sd->paramc[4] - md->db->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10
+ : sd->paramc[4] - md->db->dex + pc_checkskill(sd,TF_STEAL)*3 + 10;
+
+ if (skill < 1)
+ return 0;
+
+ j = i = rand()%10; //Pick one mobs drop slot.
+ do {
+ //if it's empty, we check one by one, till find an item
+ i--;
+ if(i<0)
+ i=9; //9th slot
+ itemid = md->db->dropitem[i].nameid;
+ //now try all 10 slots till success
+ if(itemid <= 0 || (itemdb_type(itemid) == 6 && pc_checkskill(sd,TF_STEAL) <= 5))
+ continue;
+ } while (i != j &&
+ rand() % 10000 > ((md->db->dropitem[i].p * skill) / 100 + sd->add_steal_rate)); //fixed rate. From Freya [Lupus]
+
+ if (i == j)
+ return 0;
+
+ md->state.steal_flag = 1;
+
+ memset(&tmp_item,0,sizeof(tmp_item));
+ tmp_item.nameid = itemid;
+ tmp_item.amount = 1;
+ tmp_item.identify = !itemdb_isequip3(itemid);
+ flag = pc_additem(sd,&tmp_item,1);
+
+ if(battle_config.show_steal_in_same_party)
+ party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,flag?1:0);
+ if(flag)
+ clif_additem(sd,0,0,flag);
+ else
+ { //Only invoke logs if item was successfully added (otherwise logs lie about actual item transaction)
+ //Logs items, Stolen from mobs [Lupus]
+ if(log_config.pick > 0 ) {
+ log_pick((struct map_session_data*)md, "M", md->class_, itemid, -1, NULL);
+ log_pick(sd, "P", 0, itemid, 1, NULL);
+ }
+
+ if(log_config.steal) { //this drop log contains ALL stolen items [Lupus]
+ int log_item[10]; //for stolen items logging Lupus
+ memset(&log_item,0,sizeof(log_item));
+ log_item[i] = itemid; //i == monster's drop slot
+ log_drop(sd, md->class_, log_item);
+ }
+
+ //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_exists(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_GMmessage(message,strlen(message)+1,0);
+ }
+ }
+ return 1;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int pc_steal_coin(struct map_session_data *sd,struct block_list *bl)
+{
+ if(sd != NULL && bl != NULL && bl->type == BL_MOB) {
+ int rate,skill;
+ struct mob_data *md=(struct mob_data *)bl;
+ if(md && !md->state.steal_coin_flag) {
+ if (md->sc_data && (md->sc_data[SC_STONE].timer != -1 || md->sc_data[SC_FREEZE].timer != -1))
+ return 0;
+ skill = pc_checkskill(sd,RG_STEALCOIN)*10;
+ rate = skill + (sd->status.base_level - md->db->lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2;
+ if(rand()%1000 < rate) {
+ pc_getzeny(sd,md->db->lv*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.
+ * 3 - Failed to warp player because it was in transition between maps.
+ *------------------------------------------
+ */
+int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype)
+{
+ int m;
+
+ nullpo_retr(0, sd);
+
+ if (!mapindex || !mapindex_id2name(mapindex)) {
+ ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
+ return 1;
+ }
+ if(sd->state.auth && sd->bl.prev == NULL)
+ { //Should NOT move a character while it is not in a map (changing between maps, for example)
+ //state.auth helps identifies if this is the initial setpos rather than a normal map-change set pos.
+ if (battle_config.etc_log)
+ ShowInfo("pc_setpos failed: Attempted to relocate player %s (%d:%d) while it is still between maps.\n", sd->status.name, sd->status.account_id, sd->status.char_id);
+ return 3;
+ }
+ if(sd->chatID) // チャットから出る
+ chat_leavechat(sd);
+ if(sd->trade_partner) // 取引を中?する
+ trade_tradecancel(sd);
+ if(sd->state.storage_flag == 1)
+ storage_storage_quit(sd,0); // 倉庫を開いてるなら保存する
+ else if (sd->state.storage_flag == 2)
+ storage_guild_storage_quit(sd,0);
+
+ if(sd->party_invite>0) // パ?ティ?誘を拒否する
+ party_reply_invite(sd,sd->party_invite_account,0);
+ if(sd->guild_invite>0) // ギルド?誘を拒否する
+ guild_reply_invite(sd,sd->guild_invite,0);
+ if(sd->guild_alliance>0) // ギルド同盟?誘を拒否する
+ guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
+
+ // Delete timer before the player moved to hise repawn point
+ if (sd->pvp_timer != -1 && !battle_config.pk_mode) {
+ delete_timer(sd->pvp_timer, pc_calc_pvprank_timer);
+ sd->pvp_timer = -1;
+ }
+
+ skill_castcancel(&sd->bl,0); // 詠唱中?
+ pc_stop_walking(sd,0); // ?行中?
+ pc_stopattack(sd); // 攻?中?
+
+ if(pc_issit(sd)) {
+ pc_setstand(sd);
+ skill_gangsterparadise(sd,0);
+ }
+
+ m=map_mapindex2mapid(mapindex);
+
+ if (sd->sc_count) {
+ if (sd->sc_data[SC_TRICKDEAD].timer != -1)
+ status_change_end(&sd->bl, SC_TRICKDEAD, -1);
+ if (sd->sc_data[SC_BLADESTOP].timer!=-1)
+ status_change_end(&sd->bl,SC_BLADESTOP,-1);
+ if (sd->sc_data[SC_RUN].timer!=-1)
+ status_change_end(&sd->bl,SC_RUN,-1);
+ if (sd->sc_data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
+ skill_stop_dancing(&sd->bl);
+ if (sd->sc_data[SC_DEVOTION].timer!=-1)
+ status_change_end(&sd->bl,SC_DEVOTION,-1);
+ if (sd->sc_data[SC_CLOSECONFINE].timer!=-1)
+ status_change_end(&sd->bl,SC_CLOSECONFINE,-1);
+ if (sd->sc_data[SC_CLOSECONFINE2].timer!=-1)
+ status_change_end(&sd->bl,SC_CLOSECONFINE2,-1);
+ if (sd->sc_data[SC_RUN].timer!=-1)
+ status_change_end(&sd->bl,SC_RUN,-1);
+ if (sd->bl.m != m) { //Cancel some map related stuff.
+ if (sd->sc_data[SC_WARM].timer != -1)
+ status_change_end(&sd->bl,SC_WARM,-1);
+ if (sd->sc_data[SC_SUN_COMFORT].timer != -1)
+ status_change_end(&sd->bl,SC_SUN_COMFORT,-1);
+ if (sd->sc_data[SC_MOON_COMFORT].timer != -1)
+ status_change_end(&sd->bl,SC_MOON_COMFORT,-1);
+ if (sd->sc_data[SC_STAR_COMFORT].timer != -1)
+ status_change_end(&sd->bl,SC_STAR_COMFORT,-1);
+ }
+ }
+
+ if(sd->status.option&OPTION_HIDE)
+ status_change_end(&sd->bl, SC_HIDING, -1);
+ if(pc_iscloaking(sd))
+ status_change_end(&sd->bl, SC_CLOAKING, -1);
+ if(pc_ischasewalk(sd))
+ status_change_end(&sd->bl, SC_CHASEWALK, -1);
+
+ if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
+ pet_stopattack(sd->pd);
+ pet_changestate(sd->pd,MS_IDLE,0);
+ }
+
+ if(m<0){
+ if(sd->mapindex){
+ int ip,port;
+ if(map_mapname2ipport(mapindex,&ip,&port)==0){
+ skill_stop_dancing(&sd->bl);
+ skill_unit_move(&sd->bl,gettick(),4);
+ clif_clearchar_area(&sd->bl,clrtype&0xffff);
+ skill_gangsterparadise(sd,0);
+ map_delblock(&sd->bl);
+ if(sd->status.pet_id > 0 && sd->pd) {
+ if(sd->pd->bl.m != m && sd->pet.intimate <= 0) {
+ pet_remove_map(sd);
+ intif_delete_petdata(sd->status.pet_id);
+ sd->status.pet_id = 0;
+ sd->pd = NULL;
+ sd->petDB = NULL;
+ if(battle_config.pet_status_support)
+ status_calc_pc(sd,2);
+ }
+ else if(sd->pet.intimate > 0) {
+ pet_stopattack(sd->pd);
+ pet_changestate(sd->pd,MS_IDLE,0);
+ clif_clearchar_area(&sd->pd->bl,clrtype&0xffff);
+ map_delblock(&sd->pd->bl);
+ }
+ }
+ sd->mapindex = mapindex;
+ sd->bl.x=x;
+ sd->bl.y=y;
+ sd->state.waitingdisconnect=1;
+ pc_clean_skilltree(sd);
+
+ if(sd->status.pet_id > 0 && sd->pd)
+ intif_save_petdata(sd->status.account_id,&sd->pet);
+ //The storage close routines save the char data. [Skotlex]
+ if (!sd->state.storage_flag)
+ chrif_save(sd,1);
+ else if (sd->state.storage_flag == 1) {
+ storage_storage_quit(sd,1);
+ } else if (sd->state.storage_flag == 2)
+ storage_guild_storage_quit(sd,1);
+
+ chrif_changemapserver(sd, mapindex, x, y, ip, (short)port);
+ return 0;
+ }
+ }
+ return 2;
+ }
+
+ if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
+ x=y=0;
+ if((x==0 && y==0) ||
+ (map_getcell(m,x,y,CELL_CHKNOPASS) && !map_getcell(m, x, y, CELL_CHKICEWALL))
+ ){ //We allow placing players on top of an ICEWALL tile to prevent force-warping players when an ice wall is placed
+ //at spawn points from warps and the like. [Skotlex]
+ if(x||y) {
+ if(battle_config.error_log)
+ ShowError("pc_setpos: attempt to place player on non-walkable tile (%s-%d,%d)\n",mapindex_id2name(mapindex),x,y);
+ }
+ 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->mapindex && sd->bl.prev != NULL){
+ skill_unit_move(&sd->bl,gettick(),4);
+ clif_clearchar_area(&sd->bl,clrtype&0xffff);
+ skill_gangsterparadise(sd,0);
+
+ map_delblock(&sd->bl);
+ // pet
+ if(sd->status.pet_id > 0 && sd->pd) {
+ if(sd->pd->bl.m != m && sd->pet.intimate <= 0) {
+ pet_remove_map(sd);
+ intif_delete_petdata(sd->status.pet_id);
+ sd->status.pet_id = 0;
+ sd->pd = NULL;
+ sd->petDB = NULL;
+ if(battle_config.pet_status_support)
+ status_calc_pc(sd,2);
+ pc_clean_skilltree(sd);
+
+ if (sd->state.storage_flag == 1)
+ storage_storageclose(sd);
+ else if (sd->state.storage_flag == 2)
+ storage_guild_storageclose(sd);
+ }
+ else if(sd->pet.intimate > 0) {
+ pet_stopattack(sd->pd);
+ pet_changestate(sd->pd,MS_IDLE,0);
+ clif_clearchar_area(&sd->pd->bl,clrtype&0xffff);
+ map_delblock(&sd->pd->bl);
+ }
+ }
+ clif_changemap(sd,map[m].index,x,y); // [MouseJstr]
+ }
+
+ if (sd->mapindex != mapindex) //minimap dot fix [Kevin]
+ {
+ party_send_dot_remove(sd);
+ guild_send_dot_remove(sd);
+ }
+
+ sd->mapindex = mapindex;
+ sd->bl.m = m;
+ sd->to_x = x;
+ sd->to_y = y;
+
+ // moved and changed dance effect stopping
+
+ sd->bl.x = x;
+ sd->bl.y = y;
+
+ if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
+ sd->pd->bl.m = m;
+ sd->pd->bl.x = sd->pd->to_x = x;
+ sd->pd->bl.y = sd->pd->to_y = y;
+ sd->pd->dir = sd->dir;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * PCのランダムワ?プ
+ *------------------------------------------
+ */
+int pc_randomwarp(struct map_session_data *sd, int type) {
+ int x,y,i=0;
+ int m;
+
+ nullpo_retr(0, sd);
+
+ m=sd->bl.m;
+
+ if (map[sd->bl.m].flag.noteleport) // テレポ?ト禁止
+ 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)
+ pc_setpos(sd,map[sd->bl.m].index,x,y,type);
+
+ return 0;
+}
+
+/*==========================================
+ * 現在位置のメモ
+ *------------------------------------------
+ */
+int pc_memo(struct map_session_data *sd, int i) {
+ int skill;
+ int j;
+
+ nullpo_retr(0, sd);
+
+ skill = pc_checkskill(sd, AL_WARP);
+
+ if (i >= MIN_PORTAL_MEMO)
+ i -= MIN_PORTAL_MEMO;
+ else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
+ clif_skill_teleportmessage(sd, 1);
+ return 0;
+ }
+
+ if (skill < 1) {
+ clif_skill_memo(sd,2);
+ }
+
+ if (skill < 2 || i < -1 || i > 2) {
+ clif_skill_memo(sd, 1);
+ return 0;
+ }
+
+ for(j = 0 ; j < 3; j++) {
+ if (sd->status.memo_point[j].map == map[sd->bl.m].index) {
+ i = j;
+ break;
+ }
+ }
+
+ if (i == -1) {
+ for(i = skill - 3; i >= 0; i--) {
+ memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
+ sizeof(struct point));
+ }
+ i = 0;
+ }
+ sd->status.memo_point[i].map = map[sd->bl.m].index;
+ sd->status.memo_point[i].x = sd->bl.x;
+ sd->status.memo_point[i].y = sd->bl.y;
+
+ clif_skill_memo(sd, 0);
+
+ return 1;
+}
+
+/*==========================================
+ * pc駆け足要求
+ *------------------------------------------
+ */
+int pc_run(struct map_session_data *sd, int skilllv, int dir)
+{
+ int i,to_x,to_y,dir_x,dir_y;
+
+ nullpo_retr(0, sd);
+
+ if (!pc_can_move(sd)) {
+ if(sd->sc_data[SC_RUN].timer!=-1)
+ status_change_end(&sd->bl,SC_RUN,-1);
+ return 0;
+ }
+
+ to_x = sd->bl.x;
+ to_y = sd->bl.y;
+ dir_x = dirx[dir];
+ dir_y = diry[dir];
+
+ for(i=0;i<AREA_SIZE;i++)
+ {
+ if(!map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
+ break;
+
+ to_x += dir_x;
+ to_y += dir_y;
+ }
+
+ //進めない場合 駆け足終了 障害物で止まった場合スパート状態解除
+ if(to_x == sd->bl.x && to_y == sd->bl.y){
+ if(sd->sc_data[SC_RUN].timer!=-1)
+ status_change_end(&sd->bl,SC_RUN,-1);
+ } else
+ pc_walktoxy(sd, to_x, to_y);
+
+ return 1;
+}
+/*==========================================
+ * PCの向居ているほうにstep分歩く
+ *------------------------------------------
+ */
+int pc_walktodir(struct map_session_data *sd,int step)
+{
+ int i,to_x,to_y,dir_x,dir_y;
+
+ nullpo_retr(0, sd);
+
+ to_x = sd->bl.x;
+ to_y = sd->bl.y;
+ dir_x = dirx[(int)sd->dir];
+ dir_y = diry[(int)sd->dir];
+
+ for(i=0;i<step;i++)
+ {
+ if(map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKNOPASS))
+ break;
+
+ if(map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
+ {
+ to_x += dir_x;
+ to_y += dir_y;
+ continue;
+ }
+ break;
+ }
+ pc_walktoxy(sd, sd->to_x, sd->to_y);
+
+ return 1;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int pc_can_reach(struct map_session_data *sd,int x,int y)
+{
+ struct walkpath_data wpd;
+
+ nullpo_retr(0, sd);
+
+ if( sd->bl.x==x && sd->bl.y==y ) // 同じマス
+ return 1;
+
+ // 障害物判定
+ wpd.path_len=0;
+ wpd.path_pos=0;
+ wpd.path_half=0;
+ return (path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,x,y,0)!=-1)?1:0;
+}
+
+//
+// ? 行物
+//
+/*==========================================
+ * 次の1?にかかる史ヤを計算
+ *------------------------------------------
+ */
+static int calc_next_walk_step(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->walkpath.path_pos>=sd->walkpath.path_len)
+ return -1;
+ if(sd->walkpath.path[sd->walkpath.path_pos]&1)
+ return sd->speed*14/10;
+
+ return sd->speed;
+}
+
+/*==========================================
+ * 半?進む(timer??)
+ *------------------------------------------
+ */
+static int pc_walk(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd;
+ int i, x, y, dx, dy;
+
+ if ((sd = map_id2sd(id)) == NULL)
+ return 0;
+
+ if(sd->walktimer != tid){
+ if(battle_config.error_log)
+ ShowError("pc_walk %d != %d\n", sd->walktimer, tid);
+ return 0;
+ }
+
+ sd->walktimer = -1;
+
+ if (sd->walkpath.path_pos >= sd->walkpath.path_len ||
+ sd->walkpath.path_pos != data)
+ return 0;
+
+ //?いたので息吹のタイマ?を初期化
+ sd->inchealspirithptick = 0;
+ sd->inchealspiritsptick = 0;
+
+ sd->walkpath.path_half ^= 1;
+ if (sd->walkpath.path_half == 0) { // マス目中心へ途
+ sd->walkpath.path_pos++;
+ if (sd->state.change_walk_target) {
+ pc_walktoxy_sub(sd);
+ return 0;
+ }
+ } else { // マス目境界へ途
+ if (sd->walkpath.path[sd->walkpath.path_pos] >= 8)
+ return 1;
+ x = sd->bl.x;
+ y = sd->bl.y;
+#ifndef CELL_NOSTACK
+ if (map_getcell(sd->bl.m,x,y,CELL_CHKNOPASS)) {
+ pc_stop_walking(sd,1);
+ return 0;
+ }
+#endif
+ sd->dir = sd->head_dir = sd->walkpath.path[sd->walkpath.path_pos];
+ dx = dirx[(int)sd->dir];
+ dy = diry[(int)sd->dir];
+ if (map_getcell(sd->bl.m,x+dx,y+dy,CELL_CHKNOPASS)) {
+ pc_walktoxy_sub(sd);
+ return 0;
+ }
+ sd->walktimer = 1; // temporarily set (so that in clif_set007x the player will still appear as walking)
+ map_foreachinmovearea(clif_pcoutsight, sd->bl.m,
+ x-AREA_SIZE, y-AREA_SIZE, x+AREA_SIZE, y+AREA_SIZE,
+ dx, dy, BL_ALL, sd);
+
+ sd->walktimer = -1; // set back so not to disturb future pc_stop_walking calls
+ x += dx;
+ y += dy;
+ map_moveblock(&sd->bl, x, y, tick);
+ sd->walktimer = 1; // temporarily set (so that in clif_set007x the player will still appear as walking)
+
+ map_foreachinmovearea (clif_pcinsight, sd->bl.m,
+ x-AREA_SIZE, y-AREA_SIZE, x+AREA_SIZE, y+AREA_SIZE,
+ -dx, -dy, BL_ALL, sd);
+ sd->walktimer = -1; // set back so not to disturb future pc_stop_walking calls
+
+ if (pc_iscloaking(sd)) // クロ?キングの消滅?査
+ skill_check_cloaking(&sd->bl);
+ /* 被ディボ?ション?査 */
+ if (sd->sc_count) {
+ if (sd->sc_data[SC_DANCING].timer != -1)
+ skill_unit_move_unit_group((struct skill_unit_group *)sd->sc_data[SC_DANCING].val2, sd->bl.m, dx, dy);
+ }
+ if (map_getcell(sd->bl.m,x,y,CELL_CHKNPC))
+ npc_touch_areanpc(sd,sd->bl.m,x,y);
+ else
+ sd->areanpc_id = 0;
+ }
+
+ if ((i = calc_next_walk_step(sd)) > 0) {
+ i = i>>1;
+ if (i < 1 && sd->walkpath.path_half == 0)
+ i = 1;
+ sd->walktimer = add_timer (tick+i, pc_walk, id, sd->walkpath.path_pos);
+ }
+ else if(sd->sc_data[SC_RUN].timer!=-1) //Keep trying to run.
+ pc_run(sd, sd->sc_data[SC_RUN].val1, sd->sc_data[SC_RUN].val2);
+ else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
+ sd->to_x = sd->bl.x;
+ sd->to_y = sd->bl.y;
+ }
+ return 0;
+}
+
+/*==========================================
+ * 移動可能か確認して、可能なら?行開始
+ *------------------------------------------
+ */
+static int pc_walktoxy_sub (struct map_session_data *sd)
+{
+ struct walkpath_data wpd;
+ int i;
+
+ nullpo_retr(1, sd);
+
+ if(path_search(&wpd, sd->bl.m, sd->bl.x, sd->bl.y, sd->to_x, sd->to_y, 0))
+ return 1;
+
+ memcpy(&sd->walkpath, &wpd, sizeof(wpd));
+
+ clif_walkok(sd);
+ sd->state.change_walk_target = 0;
+
+ if ((i = calc_next_walk_step(sd)) > 0){
+ i = i >> 2;
+ sd->walktimer = add_timer(gettick()+i, pc_walk, sd->bl.id, 0);
+ }
+ clif_movechar(sd);
+
+ return 0;
+}
+
+/*==========================================
+ * pc? 行要求
+ *------------------------------------------
+ */
+int pc_walktoxy (struct map_session_data *sd, int x, int y)
+{
+ nullpo_retr(0, sd);
+
+ sd->to_x = x;
+ sd->to_y = y;
+ if (sd->sc_data[SC_CONFUSION].timer != -1) //Randomize the target position
+ map_random_dir(&sd->bl, &sd->to_x, &sd->to_y);
+
+ if (sd->walktimer != -1)
+ { //There was a timer-mismatch here. pc_walktoxy_sub does not clears previous pc_walk timers! [Skotlex]
+ sd->state.change_walk_target = 1;
+ } else {
+ pc_walktoxy_sub(sd);
+ }
+
+ if (sd->state.gmaster_flag) {
+ struct guild *g = sd->state.gmaster_flag;
+ int skill, guildflag = 0;
+ if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12;
+ if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8;
+ if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4;
+ if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill;
+ if (guildflag)
+ map_foreachinarea (skill_guildaura_sub, sd->bl.m,
+ sd->bl.x-2, sd->bl.y-2, sd->bl.x+2, sd->bl.y+2, BL_PC,
+ sd->bl.id, sd->status.guild_id, &guildflag);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * ? 行停止
+ *------------------------------------------
+ */
+int pc_stop_walking (struct map_session_data *sd, int type)
+{
+ nullpo_retr(0, sd);
+
+ if (sd->walktimer != -1) {
+ if(type&2 && pc_can_move(sd)){
+ int dx, dy;
+ dx=sd->to_x-sd->bl.x;
+ if(dx<0)
+ dx=-1;
+ else if(dx>0)
+ dx=1;
+ dy=sd->to_y-sd->bl.y;
+ if(dy<0)
+ dy=-1;
+ else if(dy>0)
+ dy=1;
+ if(dx!=0 || dy!=0){
+ sd->to_x=sd->bl.x+dx;
+ sd->to_y=sd->bl.y+dy;
+ sd->state.change_walk_target = 1;
+ return 0;
+ }
+ }
+ delete_timer(sd->walktimer, pc_walk);
+ sd->walktimer = -1;
+ }
+ sd->walkpath.path_len = 0;
+ sd->to_x = sd->bl.x;
+ sd->to_y = sd->bl.y;
+ if (type & 0x01)
+ clif_fixpos(&sd->bl);
+ if (sd->sc_data[SC_RUN].timer != -1)
+ status_change_end(&sd->bl, SC_RUN, -1);
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int pc_movepos(struct map_session_data *sd,int dst_x,int dst_y,int checkpath)
+{
+ int dx,dy;
+
+ struct walkpath_data wpd;
+
+ nullpo_retr(0, sd);
+
+ if(checkpath && path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,dst_x,dst_y,0))
+ return 1;
+
+ sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x,dst_y);
+
+ dx = dst_x - sd->bl.x;
+ dy = dst_y - sd->bl.y;
+
+ map_foreachinmovearea(clif_pcoutsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,dx,dy,BL_ALL,sd);
+
+ map_moveblock(&sd->bl, dst_x, dst_y, gettick());
+
+ map_foreachinmovearea(clif_pcinsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,BL_ALL,sd);
+
+ if (pc_iscloaking(sd)) // クロ?キングの消滅?査
+ skill_check_cloaking(&sd->bl);
+
+ if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
+ struct pet_data *pd = sd->pd;
+ int flag = 0;
+
+ //Check if pet needs to be teleported. [Skotlex]
+ if (!checkpath && path_search(&wpd,pd->bl.m,pd->bl.x,pd->bl.y,dst_x,dst_y,0))
+ flag = 1;
+ else if (!check_distance_bl(&sd->bl, &pd->bl, AREA_SIZE)) //Too far, teleport.
+ flag = 2;
+ if (flag) {
+ pet_stopattack(pd);
+ pet_changestate(pd,MS_IDLE,0);
+ if (flag == 2) clif_clearchar_area(&pd->bl,3);
+ map_moveblock(&pd->bl, dst_x, dst_y, gettick());
+ pd->dir = sd->dir;
+ pd->to_x = dst_x;
+ pd->to_y = dst_y;
+ if (flag == 2) clif_fixpos(&pd->bl);
+ else clif_slide(&pd->bl,pd->bl.x,pd->bl.y);
+ }
+ }
+ if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNPC))
+ npc_touch_areanpc(sd,sd->bl.m,sd->bl.x,sd->bl.y);
+ else
+ sd->areanpc_id=0;
+ return 0;
+}
+
+//
+// 武器??
+//
+/*==========================================
+ * スキルの?索 所有していた場合Lvが返る
+ *------------------------------------------
+ */
+int pc_checkskill(struct map_session_data *sd,int skill_id)
+{
+ if(sd == NULL) return 0;
+ if( skill_id>=10000 ){
+ 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;
+}
+
+/*==========================================
+ * 武器?更によるスキルの??チェック
+ * 引?:
+ * struct map_session_data *sd セッションデ?タ
+ * int nameid ?備品ID
+ * 返り値:
+ * 0 ?更なし
+ * -1 スキルを解除
+ *------------------------------------------
+ */
+int pc_checkallowskill(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(!sd->sc_count)
+ return 0;
+
+ // Skills requiring specific weapon types
+ if(sd->sc_data[SC_TWOHANDQUICKEN].timer!=-1 && !(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<<sd->status.weapon)))
+ status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1);
+ if(sd->sc_data[SC_ONEHAND].timer!=-1 && !(skill_get_weapontype(KN_ONEHAND)&(1<<sd->status.weapon)))
+ status_change_end(&sd->bl,SC_ONEHAND,-1);
+ if(sd->sc_data[SC_AURABLADE].timer!=-1 && !(skill_get_weapontype(LK_AURABLADE)&(1<<sd->status.weapon)))
+ // Aura Blade requires any weapon but bare fists
+ status_change_end(&sd->bl,SC_AURABLADE,-1);
+ if(sd->sc_data[SC_PARRYING].timer!=-1 && !(skill_get_weapontype(LK_PARRYING)&(1<<sd->status.weapon)))
+ status_change_end(&sd->bl,SC_PARRYING,-1);
+ if(sd->sc_data[SC_SPEARSQUICKEN].timer!=-1 && !(skill_get_weapontype(CR_SPEARQUICKEN)&(1<<sd->status.weapon)))
+ // Spear Quicken requires a Two-handed spear
+ status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1);
+ if(sd->sc_data[SC_ADRENALINE].timer!=-1 && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
+ status_change_end(&sd->bl,SC_ADRENALINE,-1);
+ if(sd->sc_data[SC_ADRENALINE2].timer!=-1 && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
+ status_change_end(&sd->bl,SC_ADRENALINE2,-1);
+ if( sd->sc_data[SC_SPURT].timer!=-1 && 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
+ if(sd->sc_data[SC_AUTOGUARD].timer!=-1) // Guard
+ status_change_end(&sd->bl,SC_AUTOGUARD,-1);
+ if(sd->sc_data[SC_DEFENDER].timer!=-1) // Defending Aura
+ status_change_end(&sd->bl,SC_DEFENDER,-1);
+ if(sd->sc_data[SC_REFLECTSHIELD].timer!=-1) // Shield Reflect
+ status_change_end(&sd->bl,SC_REFLECTSHIELD,-1);
+ }
+ return 0;
+}
+
+/*==========================================
+ * ? 備品のチェック
+ *------------------------------------------
+ */
+int pc_checkequip(struct map_session_data *sd,int pos)
+{
+ int i;
+
+ nullpo_retr(-1, sd);
+
+ for(i=0;i<11;i++){
+ if(pos & equip_pos[i])
+ return sd->equip_index[i];
+ }
+
+ return -1;
+}
+
+/*==========================================
+ * ?生職や養子職の元の職業を返す
+ *------------------------------------------
+ */
+struct pc_base_job pc_calc_base_job(int b_class)
+{
+ struct pc_base_job bj;
+ if(b_class < JOB_NOVICE_HIGH){
+ if (b_class == JOB_KNIGHT2)
+ bj.job = JOB_KNIGHT;
+ else if (b_class == JOB_CRUSADER2)
+ bj.job = JOB_CRUSADER;
+ else
+ bj.job = b_class;
+ bj.upper = 0;
+ }else if(b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2){ //High Jobs
+ if (b_class == JOB_LORD_KNIGHT2)
+ bj.job = JOB_KNIGHT;
+ else if (b_class == JOB_PALADIN2)
+ bj.job = JOB_CRUSADER;
+ else
+ bj.job = b_class - JOB_NOVICE_HIGH;
+ bj.upper = 1;
+ }else if(b_class >= JOB_TAEKWON && b_class <= JOB_SOUL_LINKER){
+ if (b_class == JOB_STAR_GLADIATOR2)
+ bj.job = 24 + JOB_STAR_GLADIATOR - JOB_TAEKWON;
+ else
+ bj.job = 24 + b_class - JOB_TAEKWON;
+ bj.upper = 0;
+ }else{ //Baby Classes
+ if (b_class == JOB_SUPER_BABY)
+ bj.job = JOB_SUPER_NOVICE;
+ else if (b_class == JOB_BABY_KNIGHT2)
+ bj.job = JOB_KNIGHT;
+ else if (b_class == JOB_BABY_CRUSADER2)
+ bj.job = JOB_CRUSADER;
+ else
+ bj.job = b_class - JOB_BABY;
+ bj.upper = 2;
+ }
+
+ if(bj.job == JOB_NOVICE){
+ bj.type = 0;
+ }else if(bj.job <= JOB_THIEF || bj.job == JOB_TAEKWON){
+ bj.type = 1;
+ }else{
+ bj.type = 2;
+ }
+
+ return bj;
+}
+
+/*==========================================
+ * For quick calculating [Celest]
+ *------------------------------------------
+ */
+int pc_calc_base_job2 (int b_class)
+{
+ if(b_class < JOB_NOVICE_HIGH)
+ {
+ if (b_class == JOB_KNIGHT2)
+ return JOB_KNIGHT;
+ if (b_class == JOB_CRUSADER2)
+ return JOB_CRUSADER;
+ return b_class;
+ }
+ if(b_class >= JOB_NOVICE_HIGH && b_class < JOB_BABY)
+ {
+ if (b_class == JOB_LORD_KNIGHT2)
+ return JOB_KNIGHT;
+ if (b_class == JOB_PALADIN2)
+ return JOB_CRUSADER;
+ return b_class - JOB_NOVICE_HIGH;
+ }
+ if(b_class >= JOB_TAEKWON && b_class <= JOB_SOUL_LINKER )
+ {
+ if (b_class == JOB_STAR_GLADIATOR2)
+ return 24 + JOB_STAR_GLADIATOR - JOB_TAEKWON;
+ return 24 + b_class - JOB_TAEKWON;
+ }
+ //Baby Classes
+ {
+ if (b_class == JOB_SUPER_BABY)
+ return JOB_SUPER_NOVICE;
+ if (b_class == JOB_BABY_KNIGHT2)
+ return JOB_KNIGHT;
+ if (b_class == JOB_BABY_CRUSADER2)
+ return JOB_CRUSADER;
+ return b_class - JOB_BABY;
+ }
+}
+
+/*==========================================
+ * Convert's from the client's lame Job ID system
+ * to the map server's 'makes sense' system. [Skotlex]
+ *------------------------------------------
+ */
+unsigned short 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_XMAS:
+ class_ = MAPID_XMAS;
+ break;
+ default:
+ ShowError("pc_jobid2mapid: Unrecognized job %d!\n", b_class);
+ return 0;
+ }
+ return class_;
+}
+
+//Reverts the map-style class id to the client-style one.
+unsigned short 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_XMAS: // [Valaris]
+ return JOB_XMAS;
+ //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:
+ ShowError("pc_mapid2jobid: Unrecognized job %d!\n", class_);
+ return 0;
+ }
+}
+
+/*====================================================
+ * 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_GUNSLINGER:
+ case JOB_NINJA:
+ case JOB_XMAS:
+ return msg_txt(570 - JOB_WEDDING+class_);
+
+ 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);
+
+ default:
+ return msg_txt(650);
+ }
+}
+
+/*==========================================
+ * PCの攻? (timer??)
+ *------------------------------------------
+ */
+int pc_attack_timer(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd;
+ struct block_list *bl;
+ int skill,range;
+
+ sd=map_id2sd(id);
+ if(sd == NULL)
+ return 0;
+
+ //Should we disable this line? Ctrl+click and then going away "IS" idling... [Skotlex]
+ sd->idletime = last_tick;
+
+ if(sd->attacktimer != tid){
+ if(battle_config.error_log)
+ ShowError("pc_attack_timer %d != %d\n",sd->attacktimer,tid);
+ return 0;
+ }
+ sd->attacktimer=-1;
+
+ if(sd->bl.prev == NULL)
+ return 0;
+
+ bl=map_id2bl(sd->attacktarget);
+ if(bl==NULL || bl->prev == NULL)
+ return 0;
+
+ // 同じmapでないなら攻?しない
+ // PCが死んでても攻?しない
+ if(sd->bl.m != bl->m)
+ return 0;
+
+ if(!status_check_skilluse(&sd->bl, bl, 0, 0))
+ return 0;
+
+ if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) <= 0)
+ return 0;
+
+ if(!battle_config.sdelay_attack_enable && DIFF_TICK(sd->canact_tick,tick) > 0 && pc_checkskill(sd,SA_FREECAST) <= 0)
+ {
+ if (tid == -1) { //player requested attack.
+ clif_skill_fail(sd,1,4,0);
+ return 0;
+ }
+ //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
+ if(sd->state.attack_continue) {
+ sd->attackabletime = sd->canact_tick;
+ sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
+ }
+ return 0;
+ }
+
+ if(sd->status.weapon == 11 && sd->equip_index[10] < 0)
+ {
+ clif_arrow_fail(sd,0);
+ return 0;
+ }
+
+ range = sd->attackrange;
+ if(sd->status.weapon != 11) range++;
+ if(battle_iswalking(bl)) range++;
+ if(!battle_check_range(&sd->bl,bl,range) ) {
+ if(pc_can_reach(sd,bl->x,bl->y))
+ clif_movetoattack(sd,bl);
+ return 0;
+ }
+
+ if(battle_config.pc_attack_direction_change)
+ sd->dir=sd->head_dir=map_calc_dir(&sd->bl, bl->x,bl->y ); // 向き設定
+
+ if(sd->walktimer != -1)
+ pc_stop_walking(sd,1);
+
+ if(DIFF_TICK(sd->attackabletime,tick) <= 0) {
+ map_freeblock_lock();
+ sd->attacktarget_lv = battle_weapon_attack(&sd->bl,bl,tick,0);
+
+ if(!(battle_config.pc_cloak_check_type&2) && sd->sc_data[SC_CLOAKING].timer != -1)
+ status_change_end(&sd->bl,SC_CLOAKING,-1);
+
+ if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support)
+ pet_target_check(sd,bl,0);
+
+ map_freeblock_unlock();
+
+ if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリ?キャスト
+ sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100);
+ else
+ sd->attackabletime = tick + (sd->aspd<<1);
+ }
+
+ if(sd->state.attack_continue)
+ sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
+
+ return 0;
+}
+
+/*==========================================
+ * 攻?要求
+ * typeが1なら??攻?
+ *------------------------------------------
+ */
+int pc_attack(struct map_session_data *sd,int target_id,int type)
+{
+ struct block_list *bl;
+
+ nullpo_retr(0, sd);
+
+ bl=map_id2bl(target_id);
+ if(bl==NULL)
+ return 1;
+
+ if(bl->type==BL_NPC) { // monster npcs [Valaris]
+ npc_click(sd,target_id); // submitted by leinsirk10 [Celest]
+ return 0;
+ }
+
+ if(battle_check_target(&sd->bl,bl,BCT_ENEMY) <= 0 || !status_check_skilluse(&sd->bl, bl, 0, 0))
+ return 1;
+ if(sd->attacktimer != -1)
+ { //Just change target/type. [Skotlex]
+ sd->attacktarget=target_id;
+ sd->state.attack_continue=type;
+ return 0;
+ }
+
+ sd->attacktarget=target_id;
+ sd->state.attack_continue=type;
+
+ if(sd->attackabletime > gettick()){ //Do attack next time it is possible. [Skotlex]
+ sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
+ } else { //Attack NOW.
+ pc_attack_timer(-1,gettick(),sd->bl.id,0);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * ??攻?停止
+ *------------------------------------------
+ */
+int pc_stopattack(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->attacktimer != -1) {
+ delete_timer(sd->attacktimer,pc_attack_timer);
+ sd->attacktimer=-1;
+ }
+ sd->attacktarget=0;
+ sd->state.attack_continue=0;
+
+ return 0;
+}
+
+int pc_follow_timer(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd, *tsd;
+
+ sd = map_id2sd(id);
+ nullpo_retr(0, sd);
+
+ if (sd->followtimer != tid){
+ if(battle_config.error_log)
+ ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
+ sd->followtimer = -1;
+ return 0;
+ }
+
+ sd->followtimer = -1;
+ if (pc_isdead(sd))
+ return 0;
+
+ if ((tsd = map_id2sd(sd->followtarget)) != NULL)
+ {
+ if (pc_isdead(tsd))
+ 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 && tsd->bl.prev != NULL &&
+ sd->skilltimer == -1 && sd->attacktimer == -1 && sd->walktimer == -1)
+ {
+ if((sd->bl.m == tsd->bl.m) && pc_can_reach(sd,tsd->bl.x,tsd->bl.y)) {
+ if (!check_distance_bl(&sd->bl, &tsd->bl, 5) && pc_can_move(sd))
+ pc_walktoxy(sd,tsd->bl.x,tsd->bl.y);
+ } else
+ pc_setpos(sd, tsd->mapindex, tsd->bl.x, tsd->bl.y, 3);
+ }
+ sd->followtimer = add_timer(
+ tick + sd->aspd + rand() % 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_retr(0, sd);
+
+ if (sd->followtimer != -1) {
+ delete_timer(sd->followtimer,pc_follow_timer);
+ sd->followtimer = -1;
+ }
+ 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)
+{
+ int next = pc_nextbaseexp(sd);
+
+ nullpo_retr(0, sd);
+
+ if(sd->status.base_exp >= next && next > 0){
+
+ // base側レベルアップ?理
+ sd->status.base_exp -= next;
+
+ sd->status.base_level ++;
+ if (battle_config.pet_lv_rate && sd->pd) //<Skotlex> update pet's level
+ status_calc_pet(sd,0);
+ if (battle_config.use_statpoint_table)
+ { // Taken from pc_resetstate. [Skotlex]
+ int lv = sd->status.base_level;
+ if (lv >= MAX_LEVEL) lv = MAX_LEVEL - 1;
+ else if (lv < 1) lv = 1;
+ sd->status.status_point += statp[lv] - statp[lv-1];
+ } else //Estimated way.
+ sd->status.status_point += (sd->status.base_level+14) / 5 ;
+ clif_updatestatus(sd,SP_STATUSPOINT);
+ clif_updatestatus(sd,SP_BASELEVEL);
+ clif_updatestatus(sd,SP_NEXTBASEEXP);
+ status_calc_pc(sd,0);
+ pc_heal(sd,sd->status.max_hp,sd->status.max_sp);
+
+ //スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE || (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON){
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],1,0,0,0,skill_get_time(PR_KYRIE,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],1,0,0,0,skill_get_time(PR_IMPOSITIO,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],1,0,0,0,skill_get_time(PR_MAGNIFICAT,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],1,0,0,0,skill_get_time(PR_GLORIA,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],1,0,0,0,skill_get_time(PR_SUFFRAGIUM,1),0 );
+ }
+
+ clif_misceffect(&sd->bl,0);
+ //LORDALFA - LVLUPEVENT
+ if (script_config.event_script_type == 0) {
+ struct npc_data *npc;
+ if ((npc = npc_name2id(script_config.baselvup_event_name))) {
+ run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC
+ ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.baselvup_event_name);
+ }
+ } else {
+ ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
+ npc_event_doall_id(script_config.baselvup_event_name, sd->bl.id), script_config.baselvup_event_name);
+ }
+
+ return 1;
+ }
+
+ return 0;
+}
+
+int pc_checkjoblevelup(struct map_session_data *sd)
+{
+ int next = pc_nextjobexp(sd);
+
+ nullpo_retr(0, sd);
+
+ if(sd->status.job_exp >= next && next > 0){
+ // job側レベルアップ?理
+ sd->status.job_exp -= next;
+ sd->status.job_level ++;
+ clif_updatestatus(sd,SP_JOBLEVEL);
+ clif_updatestatus(sd,SP_NEXTJOBEXP);
+ sd->status.skill_point ++;
+ clif_updatestatus(sd,SP_SKILLPOINT);
+ status_calc_pc(sd,0);
+
+ clif_misceffect(&sd->bl,1);
+ if (pc_checkskill(sd, SG_DEVIL) && sd->status.job_level >= battle_config.max_job_level)
+ clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL.
+
+ if (script_config.event_script_type == 0) {
+ struct npc_data *npc;
+ if ((npc = npc_name2id(script_config.joblvup_event_name))) {
+ run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLvlUPNPC
+ ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n",script_config.joblvup_event_name);
+ }
+ } else {
+ ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
+ npc_event_doall_id(script_config.joblvup_event_name, sd->bl.id), script_config.joblvup_event_name);
+ }
+
+ return 1;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * ??値取得
+ *------------------------------------------
+ */
+int pc_gainexp(struct map_session_data *sd,int base_exp,int job_exp)
+{
+ char output[256];
+ float nextbp=0, nextjp=0;
+ int nextb=0, nextj=0;
+ nullpo_retr(0, sd);
+
+ if(sd->bl.prev == NULL || pc_isdead(sd))
+ return 0;
+
+ if((battle_config.pvp_exp == 0) && map[sd->bl.m].flag.pvp) // [MouseJstr]
+ return 0; // no exp on pvp maps
+
+ if(sd->status.guild_id>0){ // ギルドに上納
+ base_exp-=guild_payexp(sd,base_exp);
+ if(base_exp < 0)
+ base_exp = 0;
+ }
+
+ if(!battle_config.multi_level_up && pc_nextbaseafter(sd) && sd->status.base_exp+base_exp >= pc_nextbaseafter(sd)) {
+ base_exp = pc_nextbaseafter(sd) - sd->status.base_exp;
+ if (base_exp < 0)
+ base_exp = 0;
+ }
+ nextb = pc_nextbaseexp(sd);
+ nextj = pc_nextjobexp(sd);
+ if (nextb > 0)
+ nextbp = (float) base_exp / (float) nextb;
+ if (nextj > 0)
+ nextjp = (float) job_exp / (float) nextj;
+
+ sd->status.base_exp += base_exp;
+ if(sd->status.base_exp < 0)
+ sd->status.base_exp = 0;
+
+ while(pc_checkbaselevelup(sd)) ;
+
+ clif_updatestatus(sd,SP_BASEEXP);
+ if(!battle_config.multi_level_up && pc_nextjobafter(sd) && sd->status.job_exp+job_exp >= pc_nextjobafter(sd)) {
+ job_exp = pc_nextjobafter(sd) - sd->status.job_exp;
+ if (job_exp < 0)
+ job_exp = 0;
+ }
+
+ sd->status.job_exp += job_exp;
+ if(sd->status.job_exp < 0)
+ sd->status.job_exp = 0;
+
+ while(pc_checkjoblevelup(sd)) ;
+
+ clif_updatestatus(sd,SP_JOBEXP);
+
+ if(sd->state.showexp){
+ sprintf(output,
+ "Experienced Gained Base:%d (%.2f%%) Job:%d (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
+ clif_disp_onlyself(sd,output,strlen(output));
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * base level側必要??値計算
+ *------------------------------------------
+ */
+int pc_nextbaseexp(struct map_session_data *sd)
+{
+ int i =0;
+
+ nullpo_retr(0, sd);
+
+ if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0)
+ return 0;
+
+ i = (sd->class_&JOBL_UPPER)?4:0; //4 is the base for upper, 0 for normal/baby ones.
+
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE)
+ ; //Add 0, it's novice.
+ else if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
+ i = 3; //Super Novice/Super Baby
+ else
+ i+= (sd->class_&JOBL_2)?2:1; //Add 2 for second classes, add 1 for first classes.
+
+ return exp_table[i][sd->status.base_level-1];
+}
+
+/*==========================================
+ * job level側必要??値計算
+ *------------------------------------------
+ */
+int pc_nextjobexp(struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0)
+ return 0;
+
+ i = (sd->class_&JOBL_UPPER)?11:7; //11 is the base for upper, 7 for normal/baby ones.
+
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE)
+ ; //Add 0, it's novice.
+ else if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
+ i = 10; //Super Novice/Super Baby
+ else if ((sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR) {
+ i = 13; //Star Gladiator - slow JExp (as for 2nd class)
+ if (sd->status.job_level >= battle_config.max_job_level)
+ return 0; //Since SG aren't really an advanced class... [Skotlex]
+ } else
+ i+= (sd->class_&JOBL_2)?2:1; //Add 2 for second classes, add 1 for first classes.
+
+ return exp_table[i][sd->status.job_level-1];
+}
+
+/*==========================================
+ * base level after next [Valaris]
+ *------------------------------------------
+ */
+int pc_nextbaseafter(struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0)
+ return 0;
+
+ i = (sd->class_&JOBL_UPPER)?4:0; //4 is the base for upper, 0 for normal/baby ones.
+
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE)
+ ; //Add 0, it's novice.
+ else if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
+ i = 3; //Super Novice/Super Baby
+ else
+ i+= (sd->class_&JOBL_2)?2:1; //Add 2 for second classes, add 1 for first classes.
+
+ return exp_table[i][sd->status.base_level];
+}
+
+/*==========================================
+ * job level after next [Valaris]
+ *------------------------------------------
+ */
+int pc_nextjobafter(struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0)
+ return 0;
+
+ i = (sd->class_&JOBL_UPPER)?11:7; //11 is the base for upper, 7 for normal/baby ones.
+
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE)
+ ; //Add 0, it's novice.
+ else if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
+ i = 10; //Super Novice/Super Baby
+ else if ((sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR) {
+ i = 13; //Star Gladiator - slow JExp (as for 2nd class)
+ if (sd->status.job_level >= battle_config.max_job_level)
+ return 0; //Since SG aren't really an advanced class... [Skotlex]
+ } else
+ i+= (sd->class_&JOBL_2)?2:1; //Add 2 for second classes, add 1 for first classes.
+
+ return exp_table[i][sd->status.job_level];
+}
+/*==========================================
+
+ * 必要ステ?タスポイント計算
+ *------------------------------------------
+ */
+int pc_need_status_point(struct map_session_data *sd,int type)
+{
+ int val;
+
+ nullpo_retr(-1, sd);
+
+ if(type<SP_STR || type>SP_LUK)
+ return -1;
+ val =
+ type==SP_STR ? sd->status.str :
+ type==SP_AGI ? sd->status.agi :
+ type==SP_VIT ? sd->status.vit :
+ type==SP_INT ? sd->status.int_:
+ type==SP_DEX ? sd->status.dex : sd->status.luk;
+
+ return (val+9)/10+1;
+}
+
+/*==========================================
+ * 能力値成長
+ *------------------------------------------
+ */
+int pc_statusup(struct map_session_data *sd,int type)
+{
+ int max, need,val = 0;
+
+ nullpo_retr(0, sd);
+
+ max = pc_maxparameter(sd);
+
+ 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;
+ }
+ switch(type){
+ case SP_STR:
+ if(sd->status.str >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.str;
+ break;
+ case SP_AGI:
+ if(sd->status.agi >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.agi;
+ break;
+ case SP_VIT:
+ if(sd->status.vit >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.vit;
+ break;
+ case SP_INT:
+ if(sd->status.int_ >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.int_;
+ break;
+ case SP_DEX:
+ if(sd->status.dex >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.dex;
+ break;
+ case SP_LUK:
+ if(sd->status.luk >= max) {
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ val= ++sd->status.luk;
+ break;
+ }
+ sd->status.status_point-=need;
+ if(need!=pc_need_status_point(sd,type)){
+ clif_updatestatus(sd,type-SP_STR+SP_USTR);
+ }
+ clif_updatestatus(sd,SP_STATUSPOINT);
+ clif_updatestatus(sd,type);
+ status_calc_pc(sd,0);
+ clif_statusupack(sd,type,1,val);
+
+ return 0;
+}
+
+/*==========================================
+ * 能力値成長
+ *------------------------------------------
+ */
+int pc_statusup2(struct map_session_data *sd,int type,int val)
+{
+ int max;
+ nullpo_retr(0, sd);
+
+ max = pc_maxparameter(sd);
+
+ if(type<SP_STR || type>SP_LUK){
+ clif_statusupack(sd,type,0,0);
+ return 1;
+ }
+ switch(type){
+ case SP_STR:
+ if(sd->status.str + val >= max)
+ val = max;
+ else if(sd->status.str + val < 1)
+ val = 1;
+ else
+ val += sd->status.str;
+ sd->status.str = val;
+ break;
+ case SP_AGI:
+ if(sd->status.agi + val >= max)
+ val = max;
+ else if(sd->status.agi + val < 1)
+ val = 1;
+ else
+ val += sd->status.agi;
+ sd->status.agi = val;
+ break;
+ case SP_VIT:
+ if(sd->status.vit + val >= max)
+ val = max;
+ else if(sd->status.vit + val < 1)
+ val = 1;
+ else
+ val += sd->status.vit;
+ sd->status.vit = val;
+ break;
+ case SP_INT:
+ if(sd->status.int_ + val >= max)
+ val = max;
+ else if(sd->status.int_ + val < 1)
+ val = 1;
+ else
+ val += sd->status.int_;
+ sd->status.int_ = val;
+ break;
+ case SP_DEX:
+ if(sd->status.dex + val >= max)
+ val = max;
+ else if(sd->status.dex + val < 1)
+ val = 1;
+ else
+ val += sd->status.dex;
+ sd->status.dex = val;
+ break;
+ case SP_LUK:
+ if(sd->status.luk + val >= max)
+ val = max;
+ else if(sd->status.luk + val < 1)
+ val = 1;
+ else
+ val = sd->status.luk + val;
+ sd->status.luk = val;
+ break;
+ }
+ clif_updatestatus(sd,type-SP_STR+SP_USTR);
+ clif_updatestatus(sd,type);
+ status_calc_pc(sd,0);
+ clif_statusupack(sd,type,1,val);
+
+ return 0;
+}
+
+/*==========================================
+ * スキルポイント割り振り
+ *------------------------------------------
+ */
+int pc_skillup(struct map_session_data *sd,int skill_num)
+{
+ nullpo_retr(0, sd);
+
+ if( skill_num>=10000 ){
+ guild_skillup(sd,skill_num,0);
+ return 0;
+ }
+
+ if( sd->status.skill_point>0 &&
+ sd->status.skill[skill_num].id!=0 &&
+ //sd->status.skill[skill_num].lv < skill_get_max(skill_num) ) - celest
+ 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--;
+ status_calc_pc(sd,0);
+ 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_retr(0, sd);
+
+ for(i=0;i<MAX_SKILL;i++){
+ sd->status.skill[i].id=0;
+ if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、
+ sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?のlvに
+ sd->status.skill[i].flag=0; // flagは0にしておく
+ }
+ }
+
+ if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
+ // 全てのスキル
+ for(i=0;i<MAX_SKILL;i++){
+ if(!(skill_get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL))) //Get ALL skills except npc/guild ones. [Skotlex]
+ if (i!=SG_DEVIL) //and except SG_DEVIL [Komurka]
+ 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[sd->status.class_][i].id)>0;i++){
+ inf2 = skill_get_inf2(id);
+ if(sd->status.skill[id].id==0 &&
+ (!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
+ !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) &&
+ (id!=SG_DEVIL))
+ {
+ sd->status.skill[id].id = id; // celest
+ sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest
+ }
+ }
+ }
+ status_calc_pc(sd,0);
+
+ return 0;
+}
+
+/*==========================================
+ * /resetlvl
+ *------------------------------------------
+ */
+int pc_resetlvl(struct map_session_data* sd,int type)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=1;i<MAX_SKILL;i++){
+ sd->status.skill[i].lv = 0;
+ }
+
+ if(type == 1){
+ sd->status.skill_point=0;
+ sd->status.base_level=1;
+ sd->status.job_level=1;
+ sd->status.base_exp=sd->status.base_exp=0;
+ sd->status.job_exp=sd->status.job_exp=0;
+ if(sd->status.option !=0)
+ sd->status.option = 0;
+
+ sd->status.str=1;
+ sd->status.agi=1;
+ sd->status.vit=1;
+ sd->status.int_=1;
+ sd->status.dex=1;
+ sd->status.luk=1;
+ if(sd->status.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<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
+ if(sd->equip_index[i] >= 0)
+ if(!pc_isequip(sd,sd->equip_index[i]))
+ pc_unequipitem(sd,sd->equip_index[i],2);
+ }
+
+ if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) {
+ //Send map-change packet to do a level range check and break party settings. [Skotlex]
+ party_send_movemap(sd);
+ }
+ clif_skillinfoblock(sd);
+ status_calc_pc(sd,0);
+
+ return 0;
+}
+/*==========================================
+ * /resetstate
+ *------------------------------------------
+ */
+int pc_resetstate(struct map_session_data* sd)
+{
+ nullpo_retr(0, sd);
+
+ if (battle_config.use_statpoint_table)
+ { // New statpoint table used here - Dexity
+ int lv;
+ // allow it to just read the last entry [celest]
+ lv = sd->status.base_level < MAX_LEVEL ? sd->status.base_level : MAX_LEVEL - 1;
+
+ sd->status.status_point = statp[lv];
+ if (sd->class_&JOBL_UPPER)
+ sd->status.status_point+=52; // 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 0;
+}
+
+/*==========================================
+ * /resetskill
+ *------------------------------------------
+ */
+int pc_resetskill(struct map_session_data* sd)
+{
+ int i, skill, inf2;
+ nullpo_retr(0, sd);
+
+ if (pc_checkskill(sd, SG_DEVIL) && sd->status.job_level >= battle_config.max_job_level)
+ clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex]
+
+ for (i = 1; i < MAX_SKILL; i++) {
+ if ((skill = sd->status.skill[i].lv) > 0) {
+ inf2 = skill_get_inf2(i);
+ if ((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
+ !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) //Avoid reseting wedding/linker skills.
+ {
+ if (!sd->status.skill[i].flag)
+ sd->status.skill_point += skill;
+ else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
+ sd->status.skill_point += (sd->status.skill[i].flag - 2);
+ sd->status.skill[i].lv = 0;
+ }
+ else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL))
+ {
+ sd->status.skill[i].lv = 0;
+ sd->status.skill[i].flag = 0;
+ }
+ } else {
+ sd->status.skill[i].lv = 0;
+ }
+ }
+ clif_updatestatus(sd,SP_SKILLPOINT);
+ clif_skillinfoblock(sd);
+ status_calc_pc(sd,0);
+
+ return 0;
+}
+
+/*==========================================
+ * /resetfeel [Komurka]
+ *------------------------------------------
+ */
+int pc_resetfeel(struct map_session_data* sd)
+{
+ int i;
+ char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"};
+ nullpo_retr(0, sd);
+
+ for (i=0; i<3; i++)
+ {
+ sd->feel_map[i].m = -1;
+ sd->feel_map[i].index = 0;
+ pc_setglobalreg(sd,feel_var[i],0);
+ }
+
+ return 0;
+}
+
+static int pc_respawn(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd = map_id2sd(id);
+ if (sd && pc_isdead(sd))
+ { //Auto-respawn [Skotlex]
+ pc_setstand(sd);
+ pc_setrestartvalue(sd,3);
+ pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
+ }
+ return 0;
+}
+/*==========================================
+ * pcにダメ?ジを?える
+ *------------------------------------------
+ */
+int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
+{
+ int i=0,j=0, resurrect_flag=0;
+
+ nullpo_retr(0, sd);
+
+ // ?に死んでいたら無?
+ if(pc_isdead(sd))
+ return 0;
+ // 座ってたら立ち上がる
+ if(pc_issit(sd)) {
+ pc_setstand(sd);
+ skill_gangsterparadise(sd,0);
+ }
+
+ // ? いていたら足を止める
+ if (sd->sc_data) {
+ if (sd->sc_data[SC_ENDURE].timer != -1 && (src != NULL && src->type == BL_MOB) && !map_flag_gvg(sd->bl.m)) {
+ if (!sd->special_state.infinite_endure && (--sd->sc_data[SC_ENDURE].val2) < 0)
+ status_change_end(&sd->bl, SC_ENDURE, -1);
+ }
+ if (sd->sc_data[SC_GRAVITATION].timer != -1 &&
+ sd->sc_data[SC_GRAVITATION].val3 == BCT_SELF) {
+ struct skill_unit_group *sg = (struct skill_unit_group *)sd->sc_data[SC_GRAVITATION].val4;
+ if (sg) {
+ skill_delunitgroup(sg);
+ status_change_end(&sd->bl, SC_GRAVITATION, -1);
+ }
+ }
+
+ }
+
+ // 演奏/ダンスの中?
+ if(damage > sd->status.max_hp>>2)
+ skill_stop_dancing(&sd->bl);
+
+ if (damage < sd->status.hp)
+ sd->status.hp-=damage;
+ else
+ sd->status.hp = 0;
+
+ if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_damage_support)
+ pet_target_check(sd,src,1);
+
+ if (sd->sc_data[SC_TRICKDEAD].timer != -1)
+ status_change_end(&sd->bl, SC_TRICKDEAD, -1);
+ if(sd->status.option&OPTION_HIDE)
+ status_change_end(&sd->bl, SC_HIDING, -1);
+ if(pc_iscloaking(sd))
+ status_change_end(&sd->bl, SC_CLOAKING, -1);
+ if(pc_ischasewalk(sd))
+ status_change_end(&sd->bl, SC_CHASEWALK, -1);
+
+ clif_updatestatus(sd,SP_HP);
+
+ if(sd->status.hp>0){
+ if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
+ (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ))
+ // オ?トバ?サ?ク?動
+ status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
+
+ sd->canlog_tick = gettick();
+
+ return damage;
+ }
+
+ if(sd->vender_id)
+ vending_closevending(sd);
+
+ if(sd->status.pet_id > 0 && sd->pd &&
+ !map[sd->bl.m].flag.nopenalty) {
+ if(sd->petDB) {
+ sd->pet.intimate -= sd->petDB->die;
+ if(sd->pet.intimate < 0)
+ sd->pet.intimate = 0;
+ clif_send_petdata(sd,1,sd->pet.intimate);
+ }
+ }
+
+ // 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_stop_walking(sd,0);
+ skill_castcancel(&sd->bl,0); // 詠唱の中止
+ skill_stop_dancing(&sd->bl); //You should stop dancing when dead... [Skotlex]
+ if (sd->sc_data[SC_GOSPEL].timer != -1 && sd->sc_data[SC_GOSPEL].val4 == BCT_SELF)
+ { //Remove Gospel [Skotlex]
+ struct skill_unit_group *sg = (struct skill_unit_group *)sd->sc_data[SC_GOSPEL].val3;
+ if (sg)
+ skill_delunitgroup(sg);
+ }
+ clif_clearchar_area(&sd->bl,1);
+
+ if (src && src->type == BL_PC) {
+ struct map_session_data *ssd = (struct map_session_data *)src;
+ if (ssd) {
+ if (sd->state.event_death)
+ pc_setglobalreg(sd,"killerrid",(ssd->status.account_id));
+ if (ssd->state.event_kill) {
+ if (script_config.event_script_type == 0) {
+ struct npc_data *npc;
+ if ((npc = npc_name2id(script_config.kill_event_name))) {
+ run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCKillNPC
+ ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.kill_event_name);
+ }
+ } else {
+ ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
+ npc_event_doall_id(script_config.kill_event_name, sd->bl.id), script_config.kill_event_name);
+ }
+ }
+ if (battle_config.pk_mode && ssd->status.manner >= 0 && battle_config.manner_system) {
+ ssd->status.manner -= 5;
+ if(ssd->status.manner < 0)
+ status_change_start(src,SC_NOCHAT,0,0,0,0,0,0);
+
+ // 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
+ }
+ }
+ }
+
+ if (sd->state.event_death) {
+ if (script_config.event_script_type == 0) {
+ struct npc_data *npc;
+ if ((npc = npc_name2id(script_config.die_event_name))) {
+ run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCDeathNPC
+ ShowStatus("Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.die_event_name);
+ }
+ } else {
+ ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
+ npc_event_doall_id(script_config.die_event_name, sd->bl.id), script_config.die_event_name);
+ }
+ }
+
+// PK/Karma system code (not enabled yet) [celest]
+ /*if(sd->status.karma > 0) {
+ int eq_num=0,eq_n[MAX_INVENTORY];
+ memset(eq_n,0,sizeof(eq_n));
+ for(i=0;i<MAX_INVENTORY;i++){
+ int k;
+ for(k=0;k<MAX_INVENTORY;k++){
+ if(eq_n[k] <= 0){
+ eq_n[k]=i;
+ break;
+ }
+ }
+ eq_num++;
+ }
+ if(eq_num > 0){
+ int n = eq_n[rand()%eq_num];
+ if(rand()%10000 < sd->status.karma){
+ if(sd->status.inventory[n].equip)
+ pc_unequipitem(sd,n,0);
+ pc_dropitem(sd,n,1);
+ }
+ }
+ }*/
+
+ if(battle_config.bone_drop==2
+ || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)){ // ドクロドロップ
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid=7420; //PVP Skull item ID
+ item_tmp.identify=1;
+ item_tmp.card[0]=0x00fe;
+ item_tmp.card[1]=0;
+ item_tmp.card[2]=GetWord(sd->char_id,0); // CharId
+ item_tmp.card[3]=GetWord(sd->char_id,1);
+ map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+
+ // activate Steel body if a super novice dies at 99+% exp [celest]
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
+ if ((i=pc_nextbaseexp(sd))<=0)
+ i=sd->status.base_exp;
+ if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000)
+ sd->state.snovice_flag = 4;
+ }
+
+ for(i = 0; i < 5; i++)
+ if (sd->devotion[i]){
+ struct map_session_data *devsd = map_id2sd(sd->devotion[i]);
+ if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1);
+ }
+
+ pc_setdead(sd);
+ skill_unit_move(&sd->bl,gettick(),4);
+
+ pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンタ?書き?み
+ // changed penalty options, added death by player if pk_mode [Valaris]
+ if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
+ && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
+ && !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
+ && !(sd->sc_count && sd->sc_data[SC_BABY].timer!=-1))
+ {
+ if(battle_config.death_penalty_type==1 && battle_config.death_penalty_base > 0)
+ sd->status.base_exp -= (int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
+ if(battle_config.pk_mode && src && src->type==BL_PC)
+ sd->status.base_exp -= (int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
+ else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_base > 0) {
+ if(pc_nextbaseexp(sd) > 0)
+ sd->status.base_exp -= (int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
+ if(battle_config.pk_mode && src && src->type==BL_PC)
+ sd->status.base_exp -= (int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
+ }
+ if(sd->status.base_exp < 0)
+ sd->status.base_exp = 0;
+ clif_updatestatus(sd,SP_BASEEXP);
+
+ if(battle_config.death_penalty_type==1 && battle_config.death_penalty_job > 0)
+ sd->status.job_exp -= (int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
+ if(battle_config.pk_mode && src && src->type==BL_PC)
+ sd->status.job_exp -= (int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
+ else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_job > 0) {
+ if(pc_nextjobexp(sd) > 0)
+ sd->status.job_exp -= (int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
+ if(battle_config.pk_mode && src && src->type==BL_PC)
+ sd->status.job_exp -= (int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
+ }
+ if(sd->status.job_exp < 0)
+ sd->status.job_exp = 0;
+ clif_updatestatus(sd,SP_JOBEXP);
+ }
+ if(src && src->type==BL_MOB) {
+ struct mob_data *md=(struct mob_data *)src;
+ if(md && md->target_id != 0 && md->target_id==sd->bl.id) { // reset target id when player dies
+ md->target_id=0;
+ mob_changestate(md,MS_WALK,0);
+ }
+ if(battle_config.mobs_level_up && md && md->state.state!=MS_DEAD &&
+ md->level < battle_config.max_base_level && !md->guardian_data // Guardians should not level. [Skotlex]
+ ) { // monster level up [Valaris]
+ clif_misceffect(&md->bl,0);
+ md->level++;
+ md->hp+=(int) (sd->status.max_hp*.1);
+ if (battle_config.show_mob_hp)
+ clif_charnameack (0, &md->bl);
+ }
+ }
+ //Clear these data here so that SC_BABY check may work. [Skotlex]
+ resurrect_flag = (sd->sc_data[SC_KAIZEL].timer != -1)?sd->sc_data[SC_KAIZEL].val1:0; //Auto-resurrect later in the code.
+ status_change_clear(&sd->bl,0); // ステ?タス異常を解除する
+ clif_updatestatus(sd,SP_HP);
+ status_calc_pc(sd,0);
+ sd->canregen_tick = gettick();
+
+
+ //ナイトメアモ?ドアイテムドロップ
+ if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
+ for(j=0;j<MAX_DROP_PER_MAP;j++){
+ int id = map[sd->bl.m].drop_list[j].drop_id;
+ int type = map[sd->bl.m].drop_list[j].drop_type;
+ int per = map[sd->bl.m].drop_list[j].drop_per;
+ if(id == 0)
+ continue;
+ if(id == -1){//ランダムドロップ
+ int eq_num=0,eq_n[MAX_INVENTORY];
+ memset(eq_n,0,sizeof(eq_n));
+ //先ず?備しているアイテム?をカウント
+ for(i=0;i<MAX_INVENTORY;i++){
+ int k;
+ if( (type == 1 && !sd->status.inventory[i].equip)
+ || (type == 2 && sd->status.inventory[i].equip)
+ || type == 3){
+ //InventoryIndexを格納
+ for(k=0;k<MAX_INVENTORY;k++){
+ if(eq_n[k] <= 0){
+ eq_n[k]=i;
+ break;
+ }
+ }
+ eq_num++;
+ }
+ }
+ if(eq_num > 0){
+ int n = eq_n[rand()%eq_num];//該?アイテムの中からランダム
+ 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//ItemIDが一致していて
+ && rand()%10000 < per//ドロップ率判定もOKで
+ && ((type == 1 && !sd->status.inventory[i].equip)//タイプ判定もOKならドロップ
+ || (type == 2 && sd->status.inventory[i].equip)
+ || type == 3) ){
+ if(sd->status.inventory[i].equip)
+ pc_unequipitem(sd,i,3);
+ pc_dropitem(sd,i,1);
+ break;
+ }
+ }
+ }
+ }
+ }
+ // pvp
+ if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
+ //ランキング計算
+ if (!map[sd->bl.m].flag.pvp_nocalcrank) {
+ sd->pvp_point -= 5;
+ sd->pvp_lost++;
+ if (src && src->type == BL_PC) {
+ struct map_session_data *ssd = (struct map_session_data *)src;
+ if (ssd) { ssd->pvp_point++; ssd->pvp_won++; }
+ }
+ }
+ // ?制送還
+ if( sd->pvp_point < 0 ){
+ sd->pvp_point=0;
+ add_timer(gettick()+1000, pc_respawn,sd->bl.id,0);
+ return damage;
+ }
+ }
+ //GvG
+ if(map_flag_gvg(sd->bl.m)){
+ add_timer(gettick()+1000, pc_respawn,sd->bl.id,0);
+ return damage;
+ }
+
+ if (sd->state.snovice_flag == 4 || resurrect_flag) {
+ if (sd->state.snovice_flag == 4 || sd->special_state.restart_full_recover) {
+ sd->status.hp = sd->status.max_hp;
+ sd->status.sp = sd->status.max_sp;
+ } else { //10% life per each level in Kaizel
+ sd->status.hp = 10*resurrect_flag*sd->status.max_hp/100;
+ }
+ clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
+ pc_setstand(sd);
+ clif_updatestatus(sd, SP_HP);
+ clif_updatestatus(sd, SP_SP);
+ clif_resurrection(&sd->bl, 1);
+ sd->state.snovice_flag = 0;
+ if(battle_config.pc_invincible_time)
+ pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
+ if (resurrect_flag)
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],10,0,0,0,skill_get_time2(SL_KAIZEL, resurrect_flag),0);
+ else
+ status_change_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],1,0,0,0,skill_get_time(MO_STEELBODY,1),0 );
+ return 0;
+ }
+
+ return damage;
+}
+
+//
+// script? 連
+//
+/*==========================================
+ * script用PCステ?タス?み出し
+ *------------------------------------------
+ */
+int pc_readparam(struct map_session_data *sd,int type)
+{
+ int val=0;
+
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_SKILLPOINT:
+ val= sd->status.skill_point;
+ break;
+ case SP_STATUSPOINT:
+ val= sd->status.status_point;
+ break;
+ case SP_ZENY:
+ val= sd->status.zeny;
+ break;
+ case SP_BASELEVEL:
+ val= sd->status.base_level;
+ break;
+ case SP_JOBLEVEL:
+ val= sd->status.job_level;
+ break;
+ case SP_CLASS:
+ if(val>=24 && val < 45)
+ val+=3978;
+ else
+ val= sd->status.class_;
+ break;
+ case SP_BASEJOB: //Base job, extracting upper type.
+ val= pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex);
+ break;
+ case SP_UPPER:
+ val= sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0);
+ break;
+ case SP_BASECLASS: //Extract base class tree. [Skotlex]
+ val= pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex);
+ break;
+ case SP_SEX:
+ val= sd->sex;
+ break;
+ case SP_WEIGHT:
+ val= sd->weight;
+ break;
+ case SP_MAXWEIGHT:
+ val= sd->max_weight;
+ break;
+ case SP_BASEEXP:
+ val= sd->status.base_exp;
+ break;
+ case SP_JOBEXP:
+ val= sd->status.job_exp;
+ break;
+ case SP_NEXTBASEEXP:
+ val= pc_nextbaseexp(sd);
+ break;
+ case SP_NEXTJOBEXP:
+ val= pc_nextjobexp(sd);
+ break;
+ case SP_HP:
+ val= sd->status.hp;
+ break;
+ case SP_MAXHP:
+ val= sd->status.max_hp;
+ break;
+ case SP_SP:
+ val= sd->status.sp;
+ break;
+ case SP_MAXSP:
+ val= sd->status.max_sp;
+ break;
+ case SP_STR:
+ val= sd->status.str;
+ break;
+ case SP_AGI:
+ val= sd->status.agi;
+ break;
+ case SP_VIT:
+ val= sd->status.vit;
+ break;
+ case SP_INT:
+ val= sd->status.int_;
+ break;
+ case SP_DEX:
+ val= sd->status.dex;
+ break;
+ case SP_LUK:
+ val= sd->status.luk;
+ break;
+ case SP_KARMA: // celest
+ val = sd->status.karma;
+ break;
+ case SP_MANNER:
+ val = sd->status.manner;
+ break;
+ case SP_FAME:
+ val= sd->status.fame;
+ break;
+ }
+
+ return val;
+}
+
+/*==========================================
+ * script用PCステ?タス設定
+ *------------------------------------------
+ */
+int pc_setparam(struct map_session_data *sd,int type,int val)
+{
+ int i = 0,up_level = battle_config.max_job_level;
+
+ nullpo_retr(0, sd);
+
+ switch(type){
+ case SP_BASELEVEL:
+ if ((val+ sd->status.base_level) > battle_config.max_base_level) //Capping to max
+ val = battle_config.max_base_level - sd->status.base_level;
+ if (val > (int)sd->status.base_level) {
+ for (i = 1; i <= (val - (int)sd->status.base_level); i++)
+ sd->status.status_point += (sd->status.base_level + i + 14) / 5 ;
+ }
+ sd->status.base_level = val;
+ sd->status.base_exp = 0;
+ clif_updatestatus(sd, SP_BASELEVEL);
+ clif_updatestatus(sd, SP_NEXTBASEEXP);
+ clif_updatestatus(sd, SP_STATUSPOINT);
+ clif_updatestatus(sd, SP_BASEEXP);
+ status_calc_pc(sd, 0);
+ pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
+ break;
+ case SP_JOBLEVEL:
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE)
+ up_level = 10; //Novice & Baby Novice have 10 Job Levels only
+ else if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) //Super Novice & Super Baby can go up to 99
+ up_level = battle_config.max_sn_level;
+ else if (sd->class_&JOBL_UPPER && sd->class_&JOBL_2) //3rd Job has 70 Job Levels
+ up_level = battle_config.max_adv_level;
+ if (val >= (int)sd->status.job_level) {
+ if (val > up_level) val = up_level;
+ sd->status.skill_point += (val-sd->status.job_level);
+ sd->status.job_level = val;
+ sd->status.job_exp = 0;
+ clif_updatestatus(sd, SP_JOBLEVEL);
+ clif_updatestatus(sd, SP_NEXTJOBEXP);
+ clif_updatestatus(sd, SP_JOBEXP);
+ clif_updatestatus(sd, SP_SKILLPOINT);
+ status_calc_pc(sd, 0);
+ clif_misceffect(&sd->bl, 1);
+ } else {
+ sd->status.job_level = val;
+ sd->status.job_exp = 0;
+ clif_updatestatus(sd, SP_JOBLEVEL);
+ clif_updatestatus(sd, SP_NEXTJOBEXP);
+ clif_updatestatus(sd, SP_JOBEXP);
+ 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 <= MAX_ZENY) {
+ // MAX_ZENY 以下なら代入
+ sd->status.zeny = val;
+ } else {
+ sd->status.zeny = MAX_ZENY;
+ /* Could someone explain the comments below? I have no idea what they are trying to do...
+ * if you want to give someone so much zeny, just set their zeny to the max. [Skotlex]
+ if(sd->status.zeny > val) {
+ // Zeny が減少しているなら代入
+ sd->status.zeny = val;
+ } else if(sd->status.zeny <= MAX_ZENY) {
+ // Zeny が増加していて、現在の値がMAX_ZENY 以下ならMAX_ZENY
+ sd->status.zeny = MAX_ZENY;
+ } else {
+ // Zeny が増加していて、現在の値がMAX_ZENY より下なら増加分を無視
+ ;
+ }
+ */
+ }
+ break;
+ case SP_BASEEXP:
+ if(pc_nextbaseexp(sd) > 0) {
+ sd->status.base_exp = val;
+ if(sd->status.base_exp < 0)
+ sd->status.base_exp=0;
+ pc_checkbaselevelup(sd);
+ }
+ break;
+ case SP_JOBEXP:
+ if(pc_nextjobexp(sd) > 0) {
+ sd->status.job_exp = val;
+ if(sd->status.job_exp < 0)
+ sd->status.job_exp=0;
+ pc_checkjoblevelup(sd);
+ }
+ break;
+ case SP_SEX:
+ sd->sex = val;
+ break;
+ case SP_WEIGHT:
+ sd->weight = val;
+ break;
+ case SP_MAXWEIGHT:
+ sd->max_weight = val;
+ break;
+ case SP_HP:
+ sd->status.hp = val;
+ break;
+ case SP_MAXHP:
+ sd->status.max_hp = val;
+ break;
+ case SP_SP:
+ sd->status.sp = val;
+ break;
+ case SP_MAXSP:
+ sd->status.max_sp = val;
+ break;
+ case SP_STR:
+ sd->status.str = val;
+ break;
+ case SP_AGI:
+ sd->status.agi = val;
+ break;
+ case SP_VIT:
+ sd->status.vit = val;
+ break;
+ case SP_INT:
+ sd->status.int_ = val;
+ break;
+ case SP_DEX:
+ sd->status.dex = val;
+ break;
+ case SP_LUK:
+ sd->status.luk = val;
+ break;
+ case SP_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 0;
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+int pc_heal(struct map_session_data *sd,int hp,int sp)
+{
+// if(battle_config.battle_log)
+// printf("heal %d %d\n",hp,sp);
+
+ nullpo_retr(0, sd);
+
+ if(pc_checkoverhp(sd)) {
+ if(hp > 0)
+ hp = 0;
+ }
+ if(pc_checkoversp(sd)) {
+ if(sp > 0)
+ sp = 0;
+ }
+
+ if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中は回復させないらしい
+ return 0;
+
+ if(hp+sd->status.hp>sd->status.max_hp)
+ hp=sd->status.max_hp-sd->status.hp;
+ if(sp+sd->status.sp>sd->status.max_sp)
+ sp=sd->status.max_sp-sd->status.sp;
+ sd->status.hp+=hp;
+ if(sd->status.hp <= 0) {
+ sd->status.hp = 0;
+ pc_damage(NULL,sd,1);
+ hp = 0;
+ }
+ sd->status.sp+=sp;
+ if(sd->status.sp <= 0)
+ sd->status.sp = 0;
+ if(hp)
+ clif_updatestatus(sd,SP_HP);
+ if(sp)
+ clif_updatestatus(sd,SP_SP);
+
+ if(sd->status.hp>=sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
+ (sd->sc_data[SC_PROVOKE].timer!=-1 && sd->sc_data[SC_PROVOKE].val2==1 ))
+ status_change_end(&sd->bl,SC_PROVOKE,-1); //End auto berserk.
+
+ return hp + sp;
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+int pc_itemheal(struct map_session_data *sd,int hp,int sp)
+{
+ int bonus, type;
+// if(battle_config.battle_log)
+// printf("heal %d %d\n",hp,sp);
+
+ nullpo_retr(0, sd);
+
+ if(sd->sc_count && sd->sc_data[SC_GOSPEL].timer!=-1) //バ?サ?ク中は回復させないらしい
+ return 0;
+
+ if(pc_checkoverhp(sd)) {
+ if(hp > 0)
+ hp = 0;
+ }
+ if(pc_checkoversp(sd)) {
+ if(sp > 0)
+ sp = 0;
+ }
+
+ if(hp > 0) {
+ bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10
+ + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
+ // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
+ bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
+ if ((type = itemdb_group(sd->itemid)) > 0 && type <= 7)
+ bonus = bonus * (100+sd->itemhealrate[type - 1]) / 100;
+ if(bonus != 100)
+ hp = hp * bonus / 100;
+ }
+ if(sp > 0) {
+ bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10
+ + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
+ bonus += (potion_flag==2)?50:(potion_flag==3?100:0);
+ if(bonus != 100)
+ sp = sp * bonus / 100;
+ }
+ if(hp+sd->status.hp>sd->status.max_hp)
+ hp=sd->status.max_hp-sd->status.hp;
+ if(sp+sd->status.sp>sd->status.max_sp)
+ sp=sd->status.max_sp-sd->status.sp;
+ sd->status.hp+=hp;
+ if(sd->status.hp <= 0) {
+ sd->status.hp = 0;
+ pc_damage(NULL,sd,1);
+ hp = 0;
+ }
+ sd->status.sp+=sp;
+ if(sd->status.sp <= 0)
+ sd->status.sp = 0;
+ if(hp)
+ clif_updatestatus(sd,SP_HP);
+ if(sp)
+ clif_updatestatus(sd,SP_SP);
+
+ return 0;
+}
+
+/*==========================================
+ * HP/SP回復
+ *------------------------------------------
+ */
+int pc_percentheal(struct map_session_data *sd,int hp,int sp)
+{
+ nullpo_retr(0, sd);
+
+ if(pc_checkoverhp(sd)) {
+ if(hp > 0)
+ hp = 0;
+ }
+ if(pc_checkoversp(sd)) {
+ if(sp > 0)
+ sp = 0;
+ }
+ if(hp) {
+ if(hp >= 100) {
+ sd->status.hp = sd->status.max_hp;
+ }
+ else if(hp <= -100) {
+ sd->status.hp = 0;
+ pc_damage(NULL,sd,1);
+ }
+ else {
+ sd->status.hp += sd->status.max_hp*hp/100;
+ if(sd->status.hp > sd->status.max_hp)
+ sd->status.hp = sd->status.max_hp;
+ if(sd->status.hp <= 0) {
+ sd->status.hp = 0;
+ pc_damage(NULL,sd,1);
+ hp = 0;
+ }
+ }
+ }
+ if(sp) {
+ if(sp >= 100) {
+ sd->status.sp = sd->status.max_sp;
+ }
+ else if(sp <= -100) {
+ sd->status.sp = 0;
+ }
+ else {
+ sd->status.sp += sd->status.max_sp*sp/100;
+ if(sd->status.sp > sd->status.max_sp)
+ sd->status.sp = sd->status.max_sp;
+ if(sd->status.sp < 0)
+ sd->status.sp = 0;
+ }
+ }
+ if(hp)
+ clif_updatestatus(sd,SP_HP);
+ if(sp)
+ clif_updatestatus(sd,SP_SP);
+
+ return 0;
+}
+
+/*==========================================
+ * 職?更
+ * 引? job 職業 0〜23
+ * upper 通常 0, ?生 1, 養子 2, そのまま -1
+ * Rewrote to make it tidider [Celest]
+ *------------------------------------------
+ */
+int pc_jobchange(struct map_session_data *sd,int job, int upper)
+{
+ int i;
+ int b_class = 0;
+ //?生や養子の場合の元の職業を算出する
+ struct pc_base_job s_class = pc_calc_base_job(sd->status.class_);
+
+ nullpo_retr(0, sd);
+
+ if (job < 0)
+ return 1;
+ if (upper < 0 || upper > 2) //現在?生かどうかを判?する
+ upper = s_class.upper;
+
+ b_class = job; //通常職ならjobそのまんま
+ if (job < JOB_SUPER_NOVICE) {
+ if (upper == 1)
+ b_class += JOB_NOVICE_HIGH;
+ else if (upper == 2) //養子に結婚はないけどどうせ次で蹴られるからいいや
+ b_class += JOB_BABY;
+ } else if (job == JOB_SUPER_NOVICE) {
+ if (upper == 1) //?生にスパノビは存在しないのでお?り
+ return 1;
+ else if (upper == 2)
+ b_class = JOB_SUPER_BABY;
+ } else if (job < JOB_SUPER_BABY-JOB_NOVICE_HIGH+JOB_SUPER_NOVICE+2) {
+ // Min is SuperNovice +1 -> Becomes Novice High [Skotlex]
+ // Max is SuperBaby-NoviceHigh+1 -> Becomes Super Baby
+ b_class += JOB_NOVICE_HIGH - JOB_SUPER_NOVICE -1;
+ } else if (job >= JOB_TAEKWON && job <= JOB_SOUL_LINKER) {
+ if (upper > 0)
+ return 1;
+ } else if (job < JOB_NOVICE_HIGH || job > JOB_SOUL_LINKER) //Invalid value
+ return 1;
+
+ job = pc_calc_base_job2 (b_class); // check base class [celest]
+
+ if((sd->status.sex == 0 && job == JOB_BARD) || (sd->status.sex == 1 && job == JOB_DANCER))
+ return 1;
+
+ // check if we are changing from 1st to 2nd job
+ if ((job >= JOB_KNIGHT && job <= JOB_CRUSADER2) || (job >= JOB_STAR_GLADIATOR && job <= JOB_SOUL_LINKER)) {
+ if ((s_class.job > JOB_NOVICE && s_class.job < JOB_KNIGHT) || s_class.job == JOB_TAEKWON)
+ sd->change_level = sd->status.job_level;
+ else
+ sd->change_level = 40;
+ }
+ else
+ sd->change_level = 0;
+
+ pc_setglobalreg (sd, "jobchange_level", sd->change_level);
+
+ sd->status.class_ = sd->view_class = b_class;
+ sd->class_ = pc_jobid2mapid(sd->status.class_);
+ sd->status.job_level=1;
+ sd->status.job_exp=0;
+ clif_updatestatus(sd,SP_JOBLEVEL);
+ clif_updatestatus(sd,SP_JOBEXP);
+ clif_updatestatus(sd,SP_NEXTJOBEXP);
+
+ for(i=0;i<11;i++) {
+ if(sd->equip_index[i] >= 0)
+ if(!pc_isequip(sd,sd->equip_index[i]))
+ pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し
+ }
+
+ clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
+
+ if(battle_config.save_clothcolor &&
+ sd->status.clothes_color > 0 &&
+ ((sd->view_class != JOB_WEDDING && sd->view_class !=JOB_XMAS) || (sd->view_class==JOB_WEDDING && !battle_config.wedding_ignorepalette) ||
+ (sd->view_class==JOB_XMAS && !battle_config.xmas_ignorepalette)))
+ clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
+ if(battle_config.muting_players && sd->status.manner < 0 && battle_config.manner_system)
+ clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
+
+ if(pc_isriding(sd)) { // remove peco status if changing into invalid class [Valaris]
+ if(!(pc_checkskill(sd,KN_RIDING)))
+ pc_setoption(sd,sd->status.option&~OPTION_RIDING);
+ else
+ pc_setriding(sd);
+ }
+
+ status_calc_pc(sd,0);
+ pc_checkallowskill(sd);
+ pc_equiplookall(sd);
+ clif_equiplist(sd);
+ chrif_save(sd,0); //Why are we saving it?
+ chrif_reqfamelist();
+
+ return 0;
+}
+
+/*==========================================
+ * 見た目?更
+ *------------------------------------------
+ */
+int pc_equiplookall(struct map_session_data *sd)
+{
+ nullpo_retr(0, 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;
+}
+
+/*==========================================
+ * 見た目?更
+ *------------------------------------------
+ */
+int pc_changelook(struct map_session_data *sd,int type,int val)
+{
+ nullpo_retr(0, 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;
+ }
+
+ if((type==LOOK_CLOTHES_COLOR) && ((sd->view_class==JOB_WEDDING && battle_config.wedding_ignorepalette) ||
+ (sd->view_class==JOB_XMAS && battle_config.xmas_ignorepalette)))
+ return 0;
+
+ clif_changelook(&sd->bl,type,val);
+
+ return 0;
+}
+
+/*==========================================
+ * 付?品(鷹,ペコ,カ?ト)設定
+ *------------------------------------------
+ */
+int pc_setoption(struct map_session_data *sd,int type)
+{
+ nullpo_retr(0, sd);
+ if (type&OPTION_RIDING && !(sd->status.option&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
+ { //We are going to mount. [Skotlex]
+ switch (sd->status.class_)
+ {
+ case JOB_KNIGHT:
+ sd->status.class_ = sd->view_class = JOB_KNIGHT2;
+ break;
+ case JOB_CRUSADER:
+ sd->status.class_ = sd->view_class = JOB_CRUSADER2;
+ break;
+ case JOB_LORD_KNIGHT:
+ sd->status.class_ = sd->view_class = JOB_LORD_KNIGHT2;
+ break;
+ case JOB_PALADIN:
+ sd->status.class_ = sd->view_class = JOB_PALADIN2;
+ break;
+ case JOB_BABY_KNIGHT:
+ sd->status.class_ = sd->view_class = JOB_BABY_KNIGHT2;
+ break;
+ case JOB_BABY_CRUSADER:
+ sd->status.class_ = sd->view_class = JOB_BABY_CRUSADER2;
+ break;
+ }
+ 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) && sd->status.option&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
+ { //We are going to dismount.
+ switch (sd->status.class_)
+ {
+ case JOB_KNIGHT2:
+ sd->status.class_ = sd->view_class = JOB_KNIGHT;
+ break;
+ case JOB_CRUSADER2:
+ sd->status.class_ = sd->view_class = JOB_CRUSADER;
+ break;
+ case JOB_LORD_KNIGHT2:
+ sd->status.class_ = sd->view_class = JOB_LORD_KNIGHT;
+ break;
+ case JOB_PALADIN2:
+ sd->status.class_ = sd->view_class = JOB_PALADIN;
+ break;
+ case JOB_BABY_KNIGHT2:
+ sd->status.class_ = sd->view_class = JOB_BABY_KNIGHT;
+ break;
+ case JOB_BABY_CRUSADER2:
+ sd->status.class_ = sd->view_class = JOB_BABY_CRUSADER;
+ break;
+ }
+ clif_status_load(&sd->bl,SI_RIDING,0);
+ status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
+ }
+ if (type&OPTION_FALCON && !(sd->status.option&OPTION_FALCON)) //Falcon ON
+ clif_status_load(&sd->bl,SI_FALCON,1);
+ else if (!(type&OPTION_FALCON) && sd->status.option&OPTION_FALCON) //Falcon OFF
+ clif_status_load(&sd->bl,SI_FALCON,0);
+
+ //SG flying [Komurka]
+ if (type&OPTION_FLYING && !(sd->status.option&OPTION_FLYING)) //Flying ON
+ {
+ if (sd->status.class_==JOB_STAR_GLADIATOR) sd->status.class_ = sd->view_class = JOB_STAR_GLADIATOR2;
+ }
+ else if (!(type&OPTION_FLYING) && sd->status.option&OPTION_FLYING) //Flying OFF
+ {
+ if (sd->status.class_==JOB_STAR_GLADIATOR2) sd->status.class_ = sd->view_class = JOB_STAR_GLADIATOR;
+ }
+
+ sd->status.option=type;
+ clif_changeoption(&sd->bl);
+ status_calc_pc(sd,0);
+ return 0;
+}
+
+/*==========================================
+ * カ?ト設定
+ *------------------------------------------
+ */
+int pc_setcart(struct map_session_data *sd,int type)
+{
+ int cart[6]={0x0000,0x0008,0x0080,0x0100,0x0200,0x0400};
+ int option, i;
+ nullpo_retr(0, sd);
+
+ if (type < 0 || type > 5)
+ return 0; //Never trust the values sent by the client! [Skotlex]
+
+ option = sd->status.option;
+ for (i = 0; i < 6; i++)
+ { //This should preserve the current option, only modifying the cart bit.
+ if (i == type)
+ option |= cart[i];
+ else
+ option &= ~cart[i];
+ }
+ if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカ?トスキル所持
+ if(!pc_iscarton(sd)){ // カ?トを付けていない
+ pc_setoption(sd,option);
+ clif_cart_itemlist(sd);
+ clif_cart_equiplist(sd);
+ clif_updatestatus(sd,SP_CARTINFO);
+ clif_status_change(&sd->bl,SI_INCREASEAGI,0); //0x0c is 12, Increase Agi??
+ }
+ else{
+ pc_setoption(sd,option);
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 鷹設定
+ *------------------------------------------
+ */
+int pc_setfalcon(struct map_session_data *sd)
+{
+ if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持
+ pc_setoption(sd,sd->status.option|0x0010);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * ペコペコ設定
+ *------------------------------------------
+ */
+int pc_setriding(struct map_session_data *sd)
+{
+ if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
+ pc_setoption(sd,sd->status.option|OPTION_RIDING);
+ }
+ return 0;
+}
+
+/*==========================================
+ * アイテムドロップ可不可判定
+ *------------------------------------------
+ */
+int pc_candrop(struct map_session_data *sd,int item_id)
+{
+ int level = pc_isGM(sd);
+ if ( pc_can_give_items(level) ) //check if this GM level can drop items
+ return 0;
+ return (itemdb_isdropable(item_id, level));
+}
+
+/*==========================================
+ * script用??の値を?む
+ *------------------------------------------
+ */
+int pc_readreg(struct map_session_data *sd,int reg)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<sd->reg_num;i++)
+ if(sd->reg[i].index==reg)
+ return sd->reg[i].data;
+
+ return 0;
+}
+/*==========================================
+ * script用??の値を設定
+ *------------------------------------------
+ */
+int pc_setreg(struct map_session_data *sd,int reg,int val)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for (i = 0; i < sd->reg_num; i++) {
+ if (sd->reg[i].index == reg){
+ sd->reg[i].data = val;
+ return 0;
+ }
+ }
+ sd->reg_num++;
+ sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
+ memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg));
+ sd->reg[i].index = reg;
+ sd->reg[i].data = val;
+
+ return 0;
+}
+
+/*==========================================
+ * script用文字列??の値を?む
+ *------------------------------------------
+ */
+char *pc_readregstr(struct map_session_data *sd,int reg)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<sd->regstr_num;i++)
+ if(sd->regstr[i].index==reg)
+ return sd->regstr[i].data;
+
+ return NULL;
+}
+/*==========================================
+ * script用文字列??の値を設定
+ *------------------------------------------
+ */
+int pc_setregstr(struct map_session_data *sd,int reg,char *str)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
+ ShowWarning("pc_setregstr: string too long !\n");
+ return 0;
+ }
+
+ for(i=0;i<sd->regstr_num;i++)
+ if(sd->regstr[i].index==reg){
+ strcpy(sd->regstr[i].data,str);
+ return 0;
+ }
+
+ sd->regstr_num++;
+ sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
+ if(sd->regstr==NULL){
+ ShowFatalError("out of memory : pc_setreg\n");
+ exit(1);
+ }
+ memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr));
+ sd->regstr[i].index = reg;
+ strcpy(sd->regstr[i].data, str);
+
+ return 0;
+}
+
+int pc_readregistry(struct map_session_data *sd,char *reg,int type) {
+ struct global_reg *sd_reg;
+ int i,max;
+
+ nullpo_retr(0, 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) {
+ if (battle_config.error_log)
+ 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;
+ }
+ for(i=0;i<max;i++){
+ if(strcmp(sd_reg[i].str,reg)==0)
+ return atoi(sd_reg[i].value);
+ }
+ return 0;
+}
+
+char* pc_readregistry_str(struct map_session_data *sd,char *reg,int type) {
+ struct global_reg *sd_reg;
+ int i,max;
+
+ nullpo_retr(0, 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) {
+ if (battle_config.error_log)
+ 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;
+ }
+ for(i=0;i<max;i++){
+ if(strcmp(sd_reg[i].str,reg)==0)
+ return sd_reg[i].value;
+ }
+ return NULL;
+}
+
+int pc_setregistry(struct map_session_data *sd,char *reg,int val,int type) {
+ struct global_reg *sd_reg;
+ int i,*max, regmax;
+
+ nullpo_retr(0, sd);
+ if (type == 3) { //Some special character reg values...
+ if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
+ sd->die_counter = val;
+ // status_calc_pc(sd,0); //I doubt this is needed....
+ } else if(strcmp(reg,script_config.die_event_name) == 0){
+ sd->state.event_death = val;
+ } else if(strcmp(reg,script_config.kill_event_name) == 0){
+ sd->state.event_kill = val;
+ } else if(strcmp(reg,script_config.logout_event_name) == 0){
+ sd->state.event_disconnect = val;
+ }
+ }
+ 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) {
+ if(battle_config.error_log)
+ ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
+ return 1;
+ }
+
+ // delete reg
+ if (val == 0) {
+ for(i = 0; i < *max; i++) {
+ if (strcmp(sd_reg[i].str, reg) == 0) {
+ 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"
+ break;
+ }
+ }
+ return 0;
+ }
+ // change value if found
+ for(i = 0; i < *max; i++) {
+ if (strcmp(sd_reg[i].str, reg) == 0) {
+ sprintf(sd_reg[i].value, "%d", val);
+ sd->state.reg_dirty |= 1<<(type-1);
+ return 0;
+ }
+ }
+
+ // add value if not found
+ if (i < regmax) {
+ memset(&sd_reg[i], 0, sizeof(struct global_reg));
+ strncpy(sd_reg[i].str, reg, 32);
+ sprintf(sd_reg[i].value, "%d", val);
+ (*max)++;
+ sd->state.reg_dirty |= 1<<(type-1);
+ return 0;
+ }
+
+ if(battle_config.error_log)
+ ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
+
+ return 1;
+}
+
+int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) {
+ struct global_reg *sd_reg;
+ int i,*max, regmax;
+
+ nullpo_retr(0, sd);
+ if (reg[strlen(reg)-1] != '$') {
+ if(battle_config.error_log)
+ ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
+ return 1;
+ }
+
+ 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) {
+ if(battle_config.error_log)
+ ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
+ return 1;
+ }
+
+ // delete reg
+ if (strcmp(val,"")==0) {
+ for(i = 0; i < *max; i++) {
+ if (strcmp(sd_reg[i].str, reg) == 0) {
+ 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);
+ break;
+ }
+ }
+ return 0;
+ }
+ // change value if found
+ for(i = 0; i < *max; i++) {
+ if (strcmp(sd_reg[i].str, reg) == 0) {
+ strncpy(sd_reg[i].value, val, 256);
+ sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
+ if (type!=3) intif_saveregistry(sd,type);
+ return 0;
+ }
+ }
+
+ // add value if not found
+ if (i < regmax) {
+ memset(&sd_reg[i], 0, sizeof(struct global_reg));
+ strncpy(sd_reg[i].str, reg, 32);
+ strncpy(sd_reg[i].value, val, 256);
+ (*max)++;
+ sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
+ if (type!=3) intif_saveregistry(sd,type);
+ return 0;
+ }
+
+ if(battle_config.error_log)
+ ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);
+
+ return 1;
+}
+
+/*==========================================
+ * イベントタイマ??理
+ *------------------------------------------
+ */
+int pc_eventtimer(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd=map_id2sd(id);
+ char *p = (char *)data;
+ int i;
+ if(sd==NULL)
+ return 0;
+
+ for(i=0;i < MAX_EVENTTIMER;i++){
+ if( sd->eventtimer[i]==tid ){
+ sd->eventtimer[i]=-1;
+ npc_event(sd,p,0);
+ break;
+ }
+ }
+ if (p) aFree(p);
+ if(i==MAX_EVENTTIMER) {
+ if(battle_config.error_log)
+ ShowError("pc_eventtimer: no such event timer\n");
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマ?追加
+ *------------------------------------------
+ */
+int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]==-1 )
+ break;
+ if(i<MAX_EVENTTIMER){
+ char *evname = aStrdup(name);
+ //char *evname=(char *)aMallocA((strlen(name)+1)*sizeof(char));
+ //memcpy(evname,name,(strlen(name)+1));
+ sd->eventtimer[i]=add_timer(gettick()+tick,
+ pc_eventtimer,sd->bl.id,(int)evname);
+ sd->eventcount++;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマ?削除
+ *------------------------------------------
+ */
+int pc_deleventtimer(struct map_session_data *sd,const char *name)
+{
+ int i;
+
+ nullpo_retr(0, 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);
+ if(p && strcmp(p, name)==0) {
+ delete_timer(sd->eventtimer[i],pc_eventtimer);
+ sd->eventtimer[i]=-1;
+ sd->eventcount--;
+ aFree(p);
+ break;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマ?カウント値追加
+ *------------------------------------------
+ */
+int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
+{
+ int i;
+
+ nullpo_retr(0, sd);
+
+ for(i=0;i<MAX_EVENTTIMER;i++)
+ if( sd->eventtimer[i]!=-1 && strcmp(
+ (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
+ addtick_timer(sd->eventtimer[i],tick);
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * イベントタイマ?全削除
+ *------------------------------------------
+ */
+int pc_cleareventtimer(struct map_session_data *sd)
+{
+ int i;
+
+ nullpo_retr(0, 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;
+ if (p) aFree(p);
+ }
+
+ return 0;
+}
+
+//
+// ? 備物
+//
+/*==========================================
+ * アイテムを?備する
+ *------------------------------------------
+ */
+int pc_equipitem(struct map_session_data *sd,int n,int pos)
+{
+ int i,nameid, arrow;
+ struct item_data *id;
+ //?生や養子の場合の元の職業を算出する
+
+ nullpo_retr(0, sd);
+
+ nameid = sd->status.inventory[n].nameid;
+ id = sd->inventory_data[n];
+ pos = pc_equippoint(sd,n);
+ if(battle_config.battle_log)
+ ShowInfo("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
+ if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
+ clif_equipitemack(sd,n,0,0); // fail
+ return 0;
+ }
+
+// -- moonsoul (if player is berserk then cannot equip)
+//
+ if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){
+ clif_equipitemack(sd,n,0,0); // fail
+ return 0;
+ }
+
+ if(pos==0x88){ // アクセサリ用例外?理
+ int epor=0;
+ if(sd->equip_index[0] >= 0)
+ epor |= sd->status.inventory[sd->equip_index[0]].equip;
+ if(sd->equip_index[1] >= 0)
+ epor |= sd->status.inventory[sd->equip_index[1]].equip;
+ epor &= 0x88;
+ pos = epor == 0x08 ? 0x80 : 0x08;
+ }
+
+ // 二刀流?理
+ if ((pos==0x22) // 一?、?備要求箇所が二刀流武器かチェックする
+ && (id->equip==2) // ? 手武器
+ && (pc_checkskill(sd, AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) ) // 左手修?有
+ {
+ int tpos=0;
+ if(sd->equip_index[8] >= 0)
+ tpos |= sd->status.inventory[sd->equip_index[8]].equip;
+ if(sd->equip_index[9] >= 0)
+ tpos |= sd->status.inventory[sd->equip_index[9]].equip;
+ tpos &= 0x02;
+ pos = tpos == 0x02 ? 0x20 : 0x02;
+ }
+
+ arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT
+ for(i=0;i<11;i++) {
+ if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
+ pc_unequipitem(sd,sd->equip_index[i],2);
+ }
+ }
+ // 弓矢?備
+ if(pos==0x8000){
+ clif_arrowequip(sd,n);
+ clif_arrow_fail(sd,3); // 3=矢が?備できました
+ }
+ else
+ clif_equipitemack(sd,n,pos,1);
+
+ for(i=0;i<11;i++) {
+ if(pos & equip_pos[i])
+ sd->equip_index[i] = n;
+ }
+ sd->status.inventory[n].equip=pos;
+
+ if(sd->status.inventory[n].equip & 0x0002) {
+ if(sd->inventory_data[n])
+ sd->weapontype1 = sd->inventory_data[n]->look;
+ else
+ sd->weapontype1 = 0;
+ pc_calcweapontype(sd);
+ clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ }
+ if(sd->status.inventory[n].equip & 0x0020) {
+ if(sd->inventory_data[n]) {
+ if(sd->inventory_data[n]->type == 4) {
+ sd->status.shield = 0;
+ if(sd->status.inventory[n].equip == 0x0020)
+ sd->weapontype2 = sd->inventory_data[n]->look;
+ else
+ sd->weapontype2 = 0;
+ }
+ else if(sd->inventory_data[n]->type == 5) {
+ sd->status.shield = sd->inventory_data[n]->look;
+ sd->weapontype2 = 0;
+ }
+ }
+ else
+ sd->status.shield = sd->weapontype2 = 0;
+ pc_calcweapontype(sd);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+ }
+ if(sd->status.inventory[n].equip & 0x0001) {
+ if(sd->inventory_data[n])
+ sd->status.head_bottom = sd->inventory_data[n]->look;
+ else
+ sd->status.head_bottom = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ }
+ if(sd->status.inventory[n].equip & 0x0100) {
+ if(sd->inventory_data[n])
+ sd->status.head_top = sd->inventory_data[n]->look;
+ else
+ sd->status.head_top = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ }
+ if(sd->status.inventory[n].equip & 0x0200) {
+ if(sd->inventory_data[n])
+ sd->status.head_mid = sd->inventory_data[n]->look;
+ else
+ sd->status.head_mid = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ }
+ if(sd->status.inventory[n].equip & 0x0040)
+ clif_changelook(&sd->bl,LOOK_SHOES,0);
+
+ pc_checkallowskill(sd); // ?備品でスキルか解除されるかチェック
+ if (itemdb_look(sd->status.inventory[n].nameid) == 11 && (arrow >= 0)){ // Added by RoVeRT
+ clif_arrowequip(sd,arrow);
+ sd->status.inventory[arrow].equip=32768;
+ }
+ status_calc_pc(sd,0);
+
+ if(sd->special_state.infinite_endure) {
+ if(sd->sc_data[SC_ENDURE].timer == -1)
+ status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
+ }
+ else {
+ if(sd->sc_count && sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2)
+ status_change_end(&sd->bl,SC_ENDURE,-1);
+ }
+
+ if(sd->sc_count) {
+ if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
+ status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * ? 備した物を外す
+ * type:
+ * 0 - only unequip
+ * 1 - calculate status after unequipping
+ * 2 - force unequip
+ *------------------------------------------
+ */
+int pc_unequipitem(struct map_session_data *sd,int n,int flag)
+{
+ short hp = 0, sp = 0;
+ nullpo_retr(0, sd);
+
+// -- moonsoul (if player is berserk then cannot unequip)
+//
+ if(!(flag&2) && sd->sc_count && (sd->sc_data[SC_BLADESTOP].timer!=-1 || sd->sc_data[SC_BERSERK].timer!=-1)){
+ 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){
+ int i;
+ for(i=0;i<11;i++) {
+ if(sd->status.inventory[n].equip & equip_pos[i]) {
+ sd->equip_index[i] = -1;
+ if(sd->unequip_losehp[i] > 0) {
+ hp += sd->unequip_losehp[i];
+ sd->unequip_losehp[i] = 0;
+ }
+ if(sd->unequip_losesp[i] > 0) {
+ sp += sd->unequip_losesp[i];
+ sd->unequip_losesp[i] = 0;
+ }
+ }
+ }
+ if(sd->status.inventory[n].equip & 0x0002) {
+ 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].timer!=-1) //When unequipping, stop dancing. [Skotlex]
+ skill_stop_dancing(&sd->bl);
+ }
+ if(sd->status.inventory[n].equip & 0x0020) {
+ sd->status.shield = sd->weapontype2 = 0;
+ pc_calcweapontype(sd);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+ }
+ if(sd->status.inventory[n].equip & 0x0001) {
+ sd->status.head_bottom = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ }
+ if(sd->status.inventory[n].equip & 0x0100) {
+ sd->status.head_top = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ }
+ if(sd->status.inventory[n].equip & 0x0200) {
+ sd->status.head_mid = 0;
+ clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ }
+ if(sd->status.inventory[n].equip & 0x0040)
+ clif_changelook(&sd->bl,LOOK_SHOES,0);
+
+ clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
+ sd->status.inventory[n].equip=0;
+ if(flag&1)
+ pc_checkallowskill(sd);
+ if(sd->weapontype1 == 0 && sd->weapontype2 == 0)
+ skill_enchant_elemental_end(&sd->bl,-1); //武器持ち誓えは無?件で?性付?解除
+ } else {
+ clif_unequipitemack(sd,n,0,0);
+ }
+
+ if(flag&1) {
+ status_calc_pc(sd,0);
+ if(sd->sc_count && sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
+ status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
+ }
+
+ if (hp > 0 || sp > 0) {
+ if (hp > sd->status.hp)
+ hp = sd->status.hp;
+ if (sp > sd->status.sp)
+ sp = sd->status.sp;
+ pc_heal(sd,-hp,-sp);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * アイテムのindex番?を詰めたり
+ * ? 備品の?備可能チェックを行なう
+ *------------------------------------------
+ */
+int pc_checkitem(struct map_session_data *sd)
+{
+ int i,j,k,id,calc_flag = 0;
+ struct item_data *it=NULL;
+
+ nullpo_retr(0, sd);
+
+ if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
+ return 0;
+
+ // 所持品空き詰め
+ for(i=j=0;i<MAX_INVENTORY;i++){
+ if( (id=sd->status.inventory[i].nameid)==0)
+ continue;
+ if( battle_config.item_check && !itemdb_available(id) ){
+ if(battle_config.error_log)
+ 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);
+ continue;
+ }
+ if(i>j){
+ memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
+ sd->inventory_data[j] = sd->inventory_data[i];
+ }
+ j++;
+ }
+ if(j < MAX_INVENTORY)
+ memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
+ for(k=j;k<MAX_INVENTORY;k++)
+ sd->inventory_data[k] = NULL;
+
+ // カ?ト?空き詰め
+ for(i=j=0;i<MAX_CART;i++){
+ if( (id=sd->status.cart[i].nameid)==0 )
+ continue;
+ if( battle_config.item_check && !itemdb_available(id) ){
+ if(battle_config.error_log)
+ ShowWarning("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
+ pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
+ continue;
+ }
+ if(i>j){
+ memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
+ }
+ j++;
+ }
+ if(j < MAX_CART)
+ memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));
+
+ // ? 備位置チェック
+
+ for(i=0;i<MAX_INVENTORY;i++){
+
+ it=sd->inventory_data[i];
+
+ if(sd->status.inventory[i].nameid==0)
+ continue;
+ if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ }
+ //?備制限チェック
+ if(sd->status.inventory[i].equip && (map[sd->bl.m].flag.pvp||map[sd->bl.m].flag.gvg) && (it->flag.no_equip&1)){//PVP check for forbiden items. optimized by [Lupus]
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ }else if(sd->status.inventory[i].equip && map_flag_gvg(sd->bl.m) && (it->flag.no_equip>1)){//GvG optimized by [Lupus]
+ sd->status.inventory[i].equip=0;
+ calc_flag = 1;
+ }
+ }
+
+ pc_setequipindex(sd);
+ if(calc_flag)
+ status_calc_pc(sd,2);
+
+ return 0;
+}
+
+int pc_checkoverhp(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->status.hp == sd->status.max_hp)
+ return 1;
+ if(sd->status.hp > sd->status.max_hp) {
+ sd->status.hp = sd->status.max_hp;
+ clif_updatestatus(sd,SP_HP);
+ return 2;
+ }
+
+ return 0;
+}
+
+int pc_checkoversp(struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+
+ if(sd->status.sp == sd->status.max_sp)
+ return 1;
+ if(sd->status.sp > sd->status.max_sp) {
+ sd->status.sp = sd->status.max_sp;
+ clif_updatestatus(sd,SP_SP);
+ return 2;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * PVP順位計算用(foreachinarea)
+ *------------------------------------------
+ */
+int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd1,*sd2=NULL;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, sd1=(struct map_session_data *)bl);
+ nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *));
+
+ if( sd1->pvp_point > sd2->pvp_point )
+ sd2->pvp_rank++;
+ return 0;
+}
+/*==========================================
+ * PVP順位計算
+ *------------------------------------------
+ */
+int pc_calc_pvprank(struct map_session_data *sd)
+{
+ int old;
+ struct map_data *m;
+
+ nullpo_retr(0, sd);
+ nullpo_retr(0, m=&map[sd->bl.m]);
+
+ old=sd->pvp_rank;
+
+ if( !(m->flag.pvp) )
+ return 0;
+ sd->pvp_rank=1;
+ map_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順位計算(timer)
+ *------------------------------------------
+ */
+int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
+{
+ struct map_session_data *sd=NULL;
+ if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
+ return 0;
+
+ sd=map_id2sd(id);
+ if(sd==NULL)
+ return 0;
+ sd->pvp_timer=-1;
+ if( pc_calc_pvprank(sd)>0 )
+ sd->pvp_timer=add_timer(
+ gettick()+PVP_CALCRANK_INTERVAL,
+ pc_calc_pvprank_timer,id,data);
+ return 0;
+}
+
+/*==========================================
+ * sdは結婚しているか(?婚の場合は相方のchar_idを返す)
+ *------------------------------------------
+ */
+int pc_ismarried(struct map_session_data *sd)
+{
+ if(sd == NULL)
+ return -1;
+ if(sd->status.partner_id > 0)
+ return sd->status.partner_id;
+ else
+ return 0;
+}
+/*==========================================
+ * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う)
+ *------------------------------------------
+ */
+int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
+{
+ if(sd == NULL || dstsd == NULL ||
+ sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
+ sd->class_&JOBL_BABY)
+ return -1;
+ sd->status.partner_id = dstsd->status.char_id;
+ dstsd->status.partner_id = sd->status.char_id;
+ return 0;
+}
+
+/*==========================================
+ * sdが離婚(相手はsd->status.partner_idに依る)(相手も同暫ノ離婚?結婚指輪自動?奪)
+ *------------------------------------------
+ */
+int pc_divorce(struct map_session_data *sd)
+{
+ struct map_session_data *p_sd;
+ if (sd == NULL || !pc_ismarried(sd))
+ return -1;
+
+ if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) {
+ int i;
+ if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) {
+ ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id);
+ return -1;
+ }
+ 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);
+ 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);
+ }
+ clif_divorced(sd, p_sd->status.name);
+ clif_divorced(p_sd, sd->status.name);
+ } else {
+ ShowError("pc_divorce: p_sd nullpo\n");
+ return -1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * sd - father dstsd - mother jasd - child
+ */
+int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd)
+{
+ int j;
+ if (sd == NULL || dstsd == NULL || jasd == NULL ||
+ sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 ||
+ sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id ||
+ sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0)
+ return -1;
+ jasd->status.father = sd->status.char_id;
+ jasd->status.mother = dstsd->status.char_id;
+ sd->status.child = jasd->status.char_id;
+ dstsd->status.child = jasd->status.char_id;
+
+ for (j=0; j < MAX_INVENTORY; j++) {
+ if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0)
+ pc_unequipitem(jasd, j, 3);
+ }
+ if (pc_jobchange(jasd, 4023, 0) == 0)
+ { //Success, and give Junior the Baby skills. [Skotlex]
+ pc_skill(jasd,WE_BABY,1,0);
+ pc_skill(jasd,WE_CALLPARENT,1,0);
+ clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed.
+ //We should also grant the parent skills to the parents [Skotlex]
+ pc_skill(sd,WE_CALLBABY,1,0);
+ pc_skill(dstsd,WE_CALLBABY,1,0);
+ } else {
+ clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job.
+ return -1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * sdの相方のmap_session_dataを返す
+ *------------------------------------------
+ */
+struct map_session_data *pc_get_partner(struct map_session_data *sd)
+{
+ //struct map_session_data *p_sd = NULL;
+ //char *nick;
+ //if(sd == NULL || !pc_ismarried(sd))
+ // return NULL;
+ //nick=map_charid2nick(sd->status.partner_id);
+ //if (nick==NULL)
+ // return NULL;
+ //if((p_sd=map_nick2sd(nick)) == NULL )
+ // return NULL;
+
+ 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;
+}
+
+//
+// 自然回復物
+//
+/*==========================================
+ * SP回復量計算
+ *------------------------------------------
+ */
+static int natural_heal_tick,natural_heal_prev_tick,natural_heal_diff_tick;
+static int pc_spheal(struct map_session_data *sd)
+{
+ int a = natural_heal_diff_tick;
+
+ nullpo_retr(0, sd);
+
+ if(pc_issit(sd))
+ a += a;
+ if (sd->sc_count) {
+ if (sd->sc_data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
+ a += a;
+ if (sd->sc_data[SC_REGENERATION].timer != -1)
+ a *= sd->sc_data[SC_REGENERATION].val1;
+ }
+ // Re-added back to status_calc
+ //if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
+ //a += a*skill*3/100;
+
+ if (sd->status.guild_id > 0) {
+ struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
+ if(gc) {
+ struct guild *g = guild_search(sd->status.guild_id);
+ if(g && g->guild_id == gc->guild_id)
+ a += a;
+ } // end addition [Valaris]
+ }
+
+ if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
+ a += a;
+
+ return a;
+}
+
+/*==========================================
+ * HP回復量計算
+ *------------------------------------------
+ */
+static int pc_hpheal(struct map_session_data *sd)
+{
+ int a = natural_heal_diff_tick;
+
+ nullpo_retr(0, sd);
+
+ if(pc_issit(sd))
+ a += a;
+ if (sd->sc_count) {
+ if (sd->sc_data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
+ a += a;
+ if (sd->sc_data[SC_REGENERATION].timer != -1)
+ a *= sd->sc_data[SC_REGENERATION].val1;
+ }
+ if (sd->status.guild_id > 0) {
+ struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
+ if(gc) {
+ struct guild *g = guild_search(sd->status.guild_id);
+ if(g && g->guild_id == gc->guild_id)
+ a += a;
+ } // end addition [Valaris]
+ }
+
+ if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
+ a += a;
+
+ return a;
+}
+
+static int pc_natural_heal_hp(struct map_session_data *sd)
+{
+ int bhp;
+ int inc_num,bonus,hp_flag;
+
+ nullpo_retr(0, sd);
+
+ if (sd->no_regen & 1)
+ return 0;
+
+ if(pc_checkoverhp(sd)) {
+ sd->hp_sub = sd->inchealhptick = 0;
+ return 0;
+ }
+
+ bhp=sd->status.hp;
+ hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->walktimer != -1);
+
+ if(sd->walktimer == -1) {
+ inc_num = pc_hpheal(sd);
+ if(sd->sc_data[SC_TENSIONRELAX].timer!=-1 ){ // テンションリラックス
+ sd->hp_sub += 2*inc_num;
+ sd->inchealhptick += 3*natural_heal_diff_tick;
+ } else {
+ sd->hp_sub += inc_num;
+ sd->inchealhptick += natural_heal_diff_tick;
+ }
+ }
+ else if(hp_flag) {
+ inc_num = pc_hpheal(sd);
+ sd->hp_sub += inc_num;
+ sd->inchealhptick = 0;
+ }
+ else {
+ sd->hp_sub = sd->inchealhptick = 0;
+ return 0;
+ }
+
+ if(sd->hp_sub >= battle_config.natural_healhp_interval) {
+ bonus = sd->nhealhp;
+ if(hp_flag) {
+ bonus >>= 2;
+ if(bonus <= 0) bonus = 1;
+ }
+ while(sd->hp_sub >= battle_config.natural_healhp_interval) {
+ sd->hp_sub -= battle_config.natural_healhp_interval;
+ if(sd->status.hp + bonus <= sd->status.max_hp)
+ sd->status.hp += bonus;
+ else {
+ sd->status.hp = sd->status.max_hp;
+ sd->hp_sub = sd->inchealhptick = 0;
+ }
+ }
+ }
+ if(bhp!=sd->status.hp)
+ clif_updatestatus(sd,SP_HP);
+
+ if(sd->nshealhp > 0) {
+ if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) {
+ bonus = sd->nshealhp;
+ while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) {
+ sd->inchealhptick -= battle_config.natural_heal_skill_interval;
+ if(sd->status.hp + bonus <= sd->status.max_hp)
+ sd->status.hp += bonus;
+ else {
+ bonus = sd->status.max_hp - sd->status.hp;
+ sd->status.hp = sd->status.max_hp;
+ sd->hp_sub = sd->inchealhptick = 0;
+ }
+ clif_heal(sd->fd,SP_HP,bonus);
+ }
+ }
+ }
+ else sd->inchealhptick = 0;
+
+ return 0;
+}
+
+static int pc_natural_heal_sp(struct map_session_data *sd)
+{
+ int bsp;
+ int inc_num,bonus;
+
+ nullpo_retr(0, sd);
+
+ if (sd->no_regen & 2)
+ return 0;
+
+ if(pc_checkoversp(sd)) {
+ sd->sp_sub = sd->inchealsptick = 0;
+ return 0;
+ }
+
+ bsp=sd->status.sp;
+
+ inc_num = pc_spheal(sd);
+ if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc_data[SC_SPIRIT].timer!=-1 && sd->sc_data[SC_SPIRIT].val2 == SL_MONK))
+ sd->sp_sub += inc_num;
+ if(sd->walktimer == -1)
+ sd->inchealsptick += natural_heal_diff_tick;
+ else sd->inchealsptick = 0;
+
+ if(sd->sp_sub >= battle_config.natural_healsp_interval){
+ bonus = sd->nhealsp;;
+ while(sd->sp_sub >= battle_config.natural_healsp_interval){
+ sd->sp_sub -= battle_config.natural_healsp_interval;
+ if(sd->status.sp + bonus <= sd->status.max_sp)
+ sd->status.sp += bonus;
+ else {
+ sd->status.sp = sd->status.max_sp;
+ sd->sp_sub = sd->inchealsptick = 0;
+ }
+ }
+ }
+
+ if(bsp != sd->status.sp)
+ clif_updatestatus(sd,SP_SP);
+
+ if(sd->nshealsp > 0) {
+ if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) {
+ if(sd->doridori_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
+ bonus = sd->nshealsp*2;
+ sd->doridori_counter = 0;
+ } else
+ bonus = sd->nshealsp;
+ while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) {
+ sd->inchealsptick -= battle_config.natural_heal_skill_interval;
+ if(sd->status.sp + bonus <= sd->status.max_sp)
+ sd->status.sp += bonus;
+ else {
+ bonus = sd->status.max_sp - sd->status.sp;
+ sd->status.sp = sd->status.max_sp;
+ sd->sp_sub = sd->inchealsptick = 0;
+ }
+ clif_heal(sd->fd,SP_SP,bonus);
+ }
+ }
+ }
+ else sd->inchealsptick = 0;
+
+ return 0;
+}
+
+static int pc_spirit_heal_hp(struct map_session_data *sd)
+{
+ int bonus_hp,interval = battle_config.natural_heal_skill_interval;
+
+ nullpo_retr(0, sd);
+
+ if(pc_checkoverhp(sd)) {
+ sd->inchealspirithptick = 0;
+ return 0;
+ }
+
+ sd->inchealspirithptick += natural_heal_diff_tick;
+
+ if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
+ interval += interval;
+
+ if(sd->inchealspirithptick >= interval) {
+ bonus_hp = sd->nsshealhp;
+ if(sd->doridori_counter && pc_checkskill(sd,TK_HPTIME) > 0) {
+ //TK_HPTIME doridori provided bonus [Dralnu]
+ bonus_hp += sd->nsshealhp;
+ if (!sd->nsshealsp) //If there's sp regen, this gets clear in the next function. [Skotlex]
+ sd->doridori_counter = 0;
+ }
+ while(sd->inchealspirithptick >= interval) {
+ if(pc_issit(sd)) {
+ sd->inchealspirithptick -= interval;
+ if(sd->status.hp < sd->status.max_hp) {
+ if(sd->status.hp + bonus_hp <= sd->status.max_hp)
+ sd->status.hp += bonus_hp;
+ else {
+ bonus_hp = sd->status.max_hp - sd->status.hp;
+ sd->status.hp = sd->status.max_hp;
+ }
+ clif_heal(sd->fd,SP_HP,bonus_hp);
+ sd->inchealspirithptick = 0;
+ }
+ }else{
+ sd->inchealspirithptick -= natural_heal_diff_tick;
+ break;
+ }
+ }
+ }
+
+ return 0;
+}
+static int pc_spirit_heal_sp(struct map_session_data *sd)
+{
+ int bonus_sp,interval = battle_config.natural_heal_skill_interval;
+
+ nullpo_retr(0, sd);
+
+ if(pc_checkoversp(sd)) {
+ sd->inchealspiritsptick = 0;
+ return 0;
+ }
+
+ sd->inchealspiritsptick += natural_heal_diff_tick;
+
+ if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
+ interval += interval;
+
+ if(sd->inchealspiritsptick >= interval) {
+ bonus_sp = sd->nsshealsp;
+ if(sd->doridori_counter && pc_checkskill(sd,TK_SPTIME) > 0) {
+ //TK_SPTIME doridori provided bonus [Dralnu]
+ bonus_sp += sd->nsshealsp;
+ sd->doridori_counter = 0;
+ }
+ while(sd->inchealspiritsptick >= interval) {
+ if(pc_issit(sd)) {
+ sd->inchealspiritsptick -= interval;
+ if(sd->status.sp < sd->status.max_sp) {
+ if(sd->status.sp + bonus_sp <= sd->status.max_sp)
+ sd->status.sp += bonus_sp;
+ else {
+ bonus_sp = sd->status.max_sp - sd->status.sp;
+ sd->status.sp = sd->status.max_sp;
+ }
+ clif_heal(sd->fd,SP_SP,bonus_sp);
+ sd->inchealspiritsptick = 0;
+ }
+ }else{
+ sd->inchealspiritsptick -= natural_heal_diff_tick;
+ break;
+ }
+ }
+ }
+
+ return 0;
+}
+
+static int pc_bleeding (struct map_session_data *sd)
+{
+ int hp = 0, sp = 0;
+ nullpo_retr(0, sd);
+
+ if (sd->hp_loss_value > 0) {
+ sd->hp_loss_tick += natural_heal_diff_tick;
+ if (sd->hp_loss_tick >= sd->hp_loss_rate) {
+ do {
+ hp += sd->hp_loss_value;
+ sd->hp_loss_tick -= sd->hp_loss_rate;
+ } while (sd->hp_loss_tick >= sd->hp_loss_rate);
+ sd->hp_loss_tick = 0;
+ }
+ }
+
+ if (sd->sp_loss_value > 0) {
+ sd->sp_loss_tick += natural_heal_diff_tick;
+ if (sd->sp_loss_tick >= sd->sp_loss_rate) {
+ do {
+ sp += sd->sp_loss_value;
+ sd->sp_loss_tick -= sd->sp_loss_rate;
+ } while (sd->sp_loss_tick >= sd->sp_loss_rate);
+ sd->sp_loss_tick = 0;
+ }
+ }
+
+ if (hp > 0 || sp > 0)
+ pc_heal(sd,-hp,-sp);
+
+ return 0;
+}
+
+/*==========================================
+ * HP/SP 自然回復 各クライアント
+ *------------------------------------------
+ */
+
+static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
+ int tick;
+
+ nullpo_retr(0, sd);
+ tick = va_arg(ap,int);
+
+// -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
+ if (pc_isdead(sd) || pc_ishiding(sd) ||
+ //-- cannot regen for 5 minutes after using Berserk --- [Celest]
+ (sd->sc_count && (
+ (sd->sc_data[SC_POISON].timer != -1 && sd->sc_data[SC_SLOWPOISON].timer == -1) ||
+ (sd->sc_data[SC_DPOISON].timer != -1 && sd->sc_data[SC_SLOWPOISON].timer == -1) ||
+ sd->sc_data[SC_BERSERK].timer != -1 ||
+ sd->sc_data[SC_TRICKDEAD].timer != -1
+ ))
+ ) { //Cannot heal neither natural or special.
+ sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
+ sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
+ } else {
+ if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
+ sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
+ sd->hp_sub = sd->inchealhptick = 0;
+ sd->sp_sub = sd->inchealsptick = 0;
+ } else { //natural heal
+ pc_natural_heal_hp(sd);
+ if(sd->sc_count && (
+ sd->sc_data[SC_EXTREMITYFIST].timer != -1 ||
+ sd->sc_data[SC_DANCING].timer != -1 ||
+ sd->sc_data[SC_BLEEDING].timer != -1
+ )) //No SP natural heal.
+ sd->sp_sub = sd->inchealsptick = 0;
+ else
+ pc_natural_heal_sp(sd);
+ sd->canregen_tick = tick;
+ }
+ //Sitting Healing
+ if (sd->nsshealhp)
+ pc_spirit_heal_hp(sd);
+ if (sd->nsshealsp)
+ pc_spirit_heal_sp(sd);
+ }
+ if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
+ pc_bleeding(sd);
+ else
+ sd->hp_loss_tick = sd->sp_loss_tick = 0;
+
+ return 0;
+}
+
+/*==========================================
+ * HP/SP自然回復 (interval timer??)
+ *------------------------------------------
+ */
+int pc_natural_heal(int tid,unsigned int tick,int id,int data)
+{
+ natural_heal_tick = tick;
+ natural_heal_diff_tick = DIFF_TICK(natural_heal_tick,natural_heal_prev_tick);
+ clif_foreachclient(pc_natural_heal_sub, tick);
+
+ natural_heal_prev_tick = tick;
+ return 0;
+}
+
+/*==========================================
+ * セ?ブポイントの保存
+ *------------------------------------------
+ */
+int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
+{
+ nullpo_retr(0, sd);
+
+ sd->status.save_point.map = mapindex;
+ sd->status.save_point.x = x;
+ sd->status.save_point.y = y;
+
+ return 0;
+}
+
+/*==========================================
+ * 自動セ?ブ 各クライアント
+ *------------------------------------------
+ */
+static int last_save_fd,save_flag;
+static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
+{
+ nullpo_retr(0, sd);
+
+ Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd);
+
+ if(save_flag==0 && sd->fd>last_save_fd && !sd->state.waitingdisconnect)
+ {
+ // pet
+ if(sd->status.pet_id > 0 && sd->pd)
+ intif_save_petdata(sd->status.account_id,&sd->pet);
+
+ chrif_save(sd,0);
+ save_flag=1;
+ last_save_fd = sd->fd;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 自動セ?ブ (timer??)
+ *------------------------------------------
+ */
+int pc_autosave(int tid,unsigned int tick,int id,int data)
+{
+ int interval;
+
+ save_flag=0;
+ clif_foreachclient(pc_autosave_sub);
+ if(save_flag==0)
+ last_save_fd=0;
+
+ interval = autosave_interval/(clif_countusers()+1);
+ if(interval <= 0)
+ interval = 1;
+ add_timer(gettick()+interval,pc_autosave,0,0);
+
+ return 0;
+}
+
+int pc_read_gm_account(int fd)
+{
+#ifdef TXT_ONLY
+ int i = 0;
+ RFIFOHEAD(fd);
+#endif
+ if (gm_account != NULL)
+ aFree(gm_account);
+ GM_num = 0;
+#ifdef TXT_ONLY
+ gm_account = (struct gm_account *) aCallocA(((RFIFOW(fd,2) - 4) / 5), sizeof(struct gm_account));
+ for (i = 4; i < RFIFOW(fd,2); i = i + 5) {
+ gm_account[GM_num].account_id = RFIFOL(fd,i);
+ gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
+ //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
+ GM_num++;
+ }
+#else
+ sprintf (tmp_sql, "SELECT `%s`,`%s` FROM `%s` WHERE `%s`>='%d'",gm_db_account_id,gm_db_level,gm_db,gm_db_level,lowest_gm_level);
+ if(mysql_query(&lmysql_handle, tmp_sql) ) {
+ ShowSQL("DB error - %s\n",mysql_error(&lmysql_handle));
+ ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
+ return 0;
+ }
+ lsql_res = mysql_store_result(&lmysql_handle);
+ if (lsql_res) {
+ gm_account = (struct gm_account *) aCallocA((size_t)mysql_num_rows(lsql_res), sizeof(struct gm_account));
+ while ((lsql_row = mysql_fetch_row(lsql_res))) {
+ gm_account[GM_num].account_id = atoi(lsql_row[0]);
+ gm_account[GM_num].level = atoi(lsql_row[1]);
+ ShowNotice("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
+ GM_num++;
+ }
+ }
+
+ mysql_free_result(lsql_res);
+#endif /* TXT_ONLY */
+ return GM_num;
+}
+
+/*================================================
+ * 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, int data)
+{
+ char tmp_soutput[1024];
+ struct map_session_data *pl_sd;
+
+ if (data == 0 && battle_config.day_duration <= 0) // if we want a day
+ return 0;
+
+ if (night_flag != 0) {
+ int i;
+ night_flag = 0; // 0=day, 1=night [Yor]
+
+ for(i = 0; i < fd_max; i++) {
+ if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
+ {
+ if (pl_sd->state.night) {
+ clif_status_load(&pl_sd->bl, SI_NIGHT, 0); //New night effect by dynamix [Skotlex]
+ pl_sd->state.night = 0;
+ }
+ }
+ }
+
+ strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
+ intif_GMmessage(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, int data)
+{
+ char tmp_soutput[1024];
+ struct map_session_data *pl_sd;
+
+ if (data == 0 && battle_config.night_duration <= 0) // if we want a night
+ return 0;
+
+ if (night_flag == 0) {
+ int i;
+ night_flag = 1; // 0=day, 1=night [Yor]
+ for(i = 0; i < fd_max; i++) {
+ if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && pl_sd->fd)
+ {
+ if (!pl_sd->state.night && map[pl_sd->bl.m].flag.nightenabled) {
+ clif_status_load(&pl_sd->bl, SI_NIGHT, 1); //New night effect by dynamix [Skotlex]
+ pl_sd->state.night = 1;
+ }
+ }
+ }
+ strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
+ intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0);
+ }
+
+ return 0;
+}
+
+void pc_setstand(struct map_session_data *sd){
+ nullpo_retv(sd);
+
+ if(sd->sc_count && sd->sc_data[SC_TENSIONRELAX].timer!=-1)
+ status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
+
+ sd->state.dead_sit = 0;
+}
+
+//
+// 初期化物
+//
+/*==========================================
+ * 設定ファイル?み?む
+ * exp.txt 必要??値
+ * job_db1.txt 重量,hp,sp,攻?速度
+ * job_db2.txt job能力値ボ?ナス
+ * skill_tree.txt 各職?のスキルツリ?
+ * attr_fix.txt ?性修正テ?ブル
+ * size_fix.txt サイズ補正テ?ブル
+ * refine_db.txt 精?デ?タテ?ブル
+ *------------------------------------------
+ */
+int pc_readdb(void)
+{
+ int i,j,k;
+ FILE *fp;
+ char line[1024],*p;
+
+ // 必要??値?み?み
+ memset(exp_table,0,sizeof(exp_table));
+ sprintf(line, "%s/exp.txt", db_path);
+ fp=fopen(line, "r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", line);
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ int bn,b1,b2,b3,b4,b5,b6,jn,j1,j2,j3,j4,j5,j6;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(sscanf(line,"%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d",&bn,&b1,&b2,&b3,&b4,&b5,&b6,&jn,&j1,&j2,&j3,&j4,&j5,&j6)!=14)
+ continue;
+ exp_table[0][i]=bn;
+ exp_table[1][i]=b1;
+ exp_table[2][i]=b2;
+ exp_table[3][i]=b3;
+ exp_table[4][i]=b4;
+ exp_table[5][i]=b5;
+ exp_table[6][i]=b6;
+ exp_table[7][i]=jn;
+ exp_table[8][i]=j1;
+ exp_table[9][i]=j2;
+ exp_table[10][i]=j3;
+ exp_table[11][i]=j4;
+ exp_table[12][i]=j5;
+ exp_table[13][i]=j6;
+ i++;
+ }
+ if (i > battle_config.max_base_level)
+ { //Empty Base level columns
+ for (j = battle_config.max_base_level-1; j < i && exp_table[0][j]>0; j++)
+ {
+ exp_table[0][j]=0;
+ exp_table[1][j]=0;
+ exp_table[2][j]=0;
+ exp_table[3][j]=0;
+ exp_table[4][j]=0;
+ exp_table[5][j]=0;
+ exp_table[6][j]=0;
+ }
+ }
+ if (i > battle_config.max_sn_level)
+ { //Empty SN job exp columns
+ for (j = battle_config.max_sn_level-1; j < i && exp_table[10][j]>0; j++)
+ exp_table[10][j]=0;
+ }
+ if (i > battle_config.max_adv_level)
+ { //Empty Adv Jobs columns
+ for (j = battle_config.max_adv_level-1; j < i && exp_table[13][j]>0; j++)
+ exp_table[13][j]=0;
+ }
+ if (i > battle_config.max_job_level)
+ { //Empty normal Job columns
+ for (j = battle_config.max_job_level-1; j < i &&
+ (exp_table[8][j]>0 || exp_table[9][j]>0 || exp_table[12][j]>0); j++)
+ {
+ exp_table[8][j]=0; //1st Job
+ exp_table[9][j]=0; //2nd Job
+ exp_table[12][j]=0; //Adv 1st Job
+ }
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt");
+
+ // スキルツリ?
+ 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)-1, fp)){
+ char *split[50];
+ int f=0, m=3;
+ 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]
+ if (atoi(split[0]) >= MAX_PC_CLASS)
+ continue;
+ k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
+ for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++);
+ 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[atoi(split[0])][j].id=k;
+ skill_tree[atoi(split[0])][j].max=atoi(split[2]);
+ if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]);
+
+ for(k=0;k<5;k++){
+ skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]);
+ skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]);
+ }
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt");
+
+ // ?性修正テ?ブル
+ for(i=0;i<4;i++)
+ for(j=0;j<10;j++)
+ for(k=0;k<10;k++)
+ attr_fix_table[i][j][k]=100;
+
+ 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)-1, fp)){
+ char *split[10];
+ int lv,n;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<3 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ lv=atoi(split[0]);
+ n=atoi(split[1]);
+
+ for(i=0;i<n;){
+ if( !fgets(line, sizeof(line)-1, fp) )
+ break;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+
+ for(j=0,p=line;j<n && p;j++){
+ while(*p==32 && *p>0)
+ p++;
+ attr_fix_table[lv-1][i][j]=atoi(p);
+ if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
+ attr_fix_table[lv-1][i][j] = 0;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+
+ i++;
+ }
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt");
+
+ // スキルツリ?
+ memset(statp,0,sizeof(statp));
+ i=1;
+ j=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)-1, fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if ((j=atoi(line))<0)
+ j=0;
+ if (i >= MAX_LEVEL)
+ break;
+ statp[i]=j;
+ 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++) {
+ j += (i+15)/5;
+ statp[i] = j;
+ }
+
+ 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 if(battle_config.error_log)
+ ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt);
+
+ return 0;
+}
+
+/*==========================================
+ * pc? 係初期化
+ *------------------------------------------
+ */
+void do_final_pc(void) {
+ if (gm_account)
+ aFree(gm_account);
+ return;
+}
+int do_init_pc(void) {
+ pc_readdb();
+ pc_read_motd(); // Read MOTD [Valaris]
+
+ add_timer_func_list(pc_walk, "pc_walk");
+ add_timer_func_list(pc_attack_timer, "pc_attack_timer");
+ add_timer_func_list(pc_natural_heal, "pc_natural_heal");
+ add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
+ add_timer_func_list(pc_eventtimer, "pc_eventtimer");
+ 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_blockskill_end, "pc_blockskill_end");
+ add_timer_func_list(pc_follow_timer, "pc_follow_timer");
+ add_timer_interval((natural_heal_prev_tick = gettick() + NATURAL_HEAL_INTERVAL), pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
+ add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);
+#ifndef TXT_ONLY
+ pc_read_gm_account(0);
+#endif /* not TXT_ONLY */
+
+ 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;
+}