From 620e60eebce2c1f35c5c9a82f6ca365b316587f5 Mon Sep 17 00:00:00 2001 From: Valaris Date: Sun, 29 Jan 2006 16:10:48 +0000 Subject: 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 --- src/map/pc.c | 8305 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 8305 insertions(+) create mode 100644 src/map/pc.c (limited to 'src/map/pc.c') 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 +#include +#include +#include +#include + +#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;ispirit_timer[i] != -1) { + delete_timer(sd->spirit_timer[i],pc_spiritball_timer); + sd->spirit_timer[i] = -1; + } + } + for(i=count;ispirit_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;istatus.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;istatus.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 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;istatus.skill[i].flag != 13) //Don't touch plagiarized skills + sd->status.skill[i].id=0; //First clear skills. + } + for(i=0;istatus.skill[i].flag && sd->status.skill[i].flag != 13){ + sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; + sd->status.skill[i].flag=0; + } + 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 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<state.lr_flag == 1) + sd->left_weapon.ignore_def_ele |= 1<state.lr_flag) + sd->right_weapon.ignore_def_race |= 1<state.lr_flag == 1) + sd->left_weapon.ignore_def_race |= 1<state.lr_flag != 2) + sd->atk_rate += val; + break; + case SP_MAGIC_ATK_DEF: + if(sd->state.lr_flag != 2) + sd->magic_def_rate += val; + break; + case SP_MISC_ATK_DEF: + if(sd->state.lr_flag != 2) + sd->misc_def_rate += val; + break; + case SP_IGNORE_MDEF_ELE: + if(sd->state.lr_flag != 2) + sd->ignore_mdef_ele |= 1<state.lr_flag != 2) + sd->ignore_mdef_race |= 1<state.lr_flag != 2 && sd->perfect_hit < val) + sd->perfect_hit = val; + break; + case SP_PERFECT_HIT_ADD_RATE: + if(sd->state.lr_flag != 2) + sd->perfect_hit_add += val; + break; + case SP_CRITICAL_RATE: + if(sd->state.lr_flag != 2) + sd->critical_rate+=val; + break; + case SP_DEF_RATIO_ATK_ELE: + if(!sd->state.lr_flag) + sd->right_weapon.def_ratio_atk_ele |= 1<state.lr_flag == 1) + sd->left_weapon.def_ratio_atk_ele |= 1<state.lr_flag) + sd->right_weapon.def_ratio_atk_race |= 1<state.lr_flag == 1) + sd->left_weapon.def_ratio_atk_race |= 1<state.lr_flag != 2) + sd->hit_rate += val; + break; + case SP_FLEE_RATE: + if(sd->state.lr_flag != 2) + sd->flee_rate += val; + break; + case SP_FLEE2_RATE: + if(sd->state.lr_flag != 2) + sd->flee2_rate += val; + break; + case SP_DEF_RATE: + if(sd->state.lr_flag != 2) + sd->def_rate += val; + break; + case SP_DEF2_RATE: + if(sd->state.lr_flag != 2) + sd->def2_rate += val; + break; + case SP_MDEF_RATE: + if(sd->state.lr_flag != 2) + sd->mdef_rate += val; + break; + case SP_MDEF2_RATE: + if(sd->state.lr_flag != 2) + sd->mdef2_rate += val; + break; + case SP_RESTART_FULL_RECOVER: + if(sd->state.lr_flag != 2) + sd->special_state.restart_full_recover = 1; + break; + case SP_NO_CASTCANCEL: + if(sd->state.lr_flag != 2) + sd->special_state.no_castcancel = 1; + break; + case SP_NO_CASTCANCEL2: + if(sd->state.lr_flag != 2) + sd->special_state.no_castcancel2 = 1; + break; + case SP_NO_SIZEFIX: + if(sd->state.lr_flag != 2) + sd->special_state.no_sizefix = 1; + break; + case SP_NO_MAGIC_DAMAGE: + if(sd->state.lr_flag != 2) + 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<state.lr_flag == 1) + sd->left_weapon.ignore_def_mob |= 1<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;iright_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;ileft_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;iadd_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;iadd_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;iadd_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;iadd_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;iadd_drop_count;i++) { + if(sd->add_drop[i].id == type2) { + sd->add_drop[i].race |= 1<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<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<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<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;iinventory_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;istatus.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;istatus.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 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;istatus.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].amountinventory_data[n] == NULL) + return 1; + + sd->status.inventory[n].amount -= amount; + sd->weight -= sd->inventory_data[n]->weight*amount ; + if(sd->status.inventory[n].amount<=0){ + if(sd->status.inventory[n].equip) + pc_unequipitem(sd,n,3); + memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0])); + sd->inventory_data[n] = NULL; + } + if(!(type&1)) + clif_delitem(sd,n,amount); + 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;istatus.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;istatus.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].amountstatus.cart[n].amount -= amount; + sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ; + if(sd->status.cart[n].amount <= 0){ + memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0])); + sd->cart_num--; + } + if(!type) { + clif_cart_delitem(sd,n,amount); + clif_updatestatus(sd,SP_CARTINFO); + } + + return 0; +} + +/*========================================== + * 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->amountvender_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->amountvender_id ) + return 1; + if((flag = pc_additem(sd,item_data,amount)) == 0) + return pc_cart_delitem(sd,idx,amount,0); + + clif_additem(sd,0,0,flag); + return 1; +} + +/*========================================== + * 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;ibl.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;ibl.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<status.weapon))) + status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1); + if(sd->sc_data[SC_ONEHAND].timer!=-1 && !(skill_get_weapontype(KN_ONEHAND)&(1<status.weapon))) + status_change_end(&sd->bl,SC_ONEHAND,-1); + if(sd->sc_data[SC_AURABLADE].timer!=-1 && !(skill_get_weapontype(LK_AURABLADE)&(1<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<status.weapon))) + status_change_end(&sd->bl,SC_PARRYING,-1); + if(sd->sc_data[SC_SPEARSQUICKEN].timer!=-1 && !(skill_get_weapontype(CR_SPEARQUICKEN)&(1<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<status.weapon))) + status_change_end(&sd->bl,SC_ADRENALINE,-1); + if(sd->sc_data[SC_ADRENALINE2].timer!=-1 && !(skill_get_weapontype(BS_ADRENALINE2)&(1<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) // 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(typeSP_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(typeSP_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(typeSP_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;istatus.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;istatus.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway. + } + } + else { + int inf2; + for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[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;istatus.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.hpstatus.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 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;jbl.m].drop_list[j].drop_id; + int type = map[sd->bl.m].drop_list[j].drop_type; + int per = map[sd->bl.m].drop_list[j].drop_per; + if(id == 0) + continue; + if(id == -1){//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;istatus.inventory[i].equip) + || (type == 2 && sd->status.inventory[i].equip) + || type == 3){ + //InventoryIndexを格納 + for(k=0;k 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;istatus.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;ireg_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;iregstr_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;iregstr_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;isave_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;idie_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;ieventtimer[i]==-1 ) + break; + if(ieventtimer[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;ieventtimer[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;ieventtimer[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;ieventtimer[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;istatus.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;kinventory_data[k] = NULL; + + // カ?ト?空き詰め + for(i=j=0;istatus.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;iinventory_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;i0) + 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; +} -- cgit v1.2.3-70-g09d2