// $Id: pc.c 101 2004-12-13 7:23:07 PM Celestia $ #include #include #include #include #include #include "socket.h" // [Valaris] #include "timer.h" #include "db.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" #ifndef TXT_ONLY // mail system [Valaris] #include "mail.h" #endif #ifdef MEMWATCH #include "memwatch.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[3][25][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}; static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000}; //static struct dbt *gm_account_db; static struct gm_account *gm_account = NULL; static int GM_num = 0; int pc_isGM(struct map_session_data *sd) { // struct gm_account *p; int i; nullpo_retr(0, sd); if(sd->bl.type!=BL_PC ) return 0; /* p = numdb_search(gm_account_db, sd->status.account_id); if (p == NULL) return 0; return p->level;*/ //For console [Wizputer] 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 distance(int x0, int y0, int x1, int y1) { int dx, dy; dx = abs(x0-x1); dy = abs(y0-y1); return dx>dy ? dx : dy; } static 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) printf("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) printf("spirit_timer %d != %d\n",sd->spirit_timer[0],tid); return 0; } if(sd->spiritball <= 0) { if(battle_config.error_log) printf("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; } 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 struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class_); //----------------------- // 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(s_class.job == 0 && battle_config.restart_hp_rate < 50) { //ノビは半分回復 sd->status.hp=(sd->status.max_hp)/2; } else { if(battle_config.restart_hp_rate <= 0) sd->status.hp = 1; else { sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100; if(sd->status.hp <= 0) sd->status.hp = 1; } } if(battle_config.restart_sp_rate > 0) { int sp = sd->status.max_sp * battle_config.restart_sp_rate /100; if(sd->status.sp < sp) sd->status.sp = sp; } } if(type&1) clif_updatestatus(sd,SP_HP); if(type&1) clif_updatestatus(sd,SP_SP); /* removed exp penalty on spawn [Valaris] */ if(type&2 && sd->status.class_ != 0 && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) { int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.); if(zeny < 1) zeny = 1; sd->status.zeny -= zeny; if(sd->status.zeny < 0) sd->status.zeny = 0; clif_updatestatus(sd,SP_ZENY); } return 0; } /*========================================== * 自分をロックしているMOBの?を?える(foreachclient) *------------------------------------------ */ static int pc_counttargeted_sub(struct block_list *bl,va_list ap) { int id,*c,target_lv; struct block_list *src; nullpo_retr(0, bl); nullpo_retr(0, ap); id=va_arg(ap,int); nullpo_retr(0, c=va_arg(ap,int *)); src=va_arg(ap,struct block_list *); target_lv=va_arg(ap,int); if(id == bl->id || (src && id == src->id)) return 0; if(bl->type == BL_PC) { struct map_session_data *sd=(struct map_session_data *)bl; if( sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv) (*c)++; } else if(bl->type == BL_MOB) { struct mob_data *md = (struct mob_data *)bl; if(md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv) (*c)++; //printf("md->target_lv:%d, target_lv:%d\n",((struct mob_data *)bl)->target_lv,target_lv); } return 0; } int pc_counttargeted(struct map_session_data *sd,struct block_list *src,int target_lv) { int c=0; map_foreachinarea(pc_counttargeted_sub, sd->bl.m, sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE, sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,0,sd->bl.id,&c,src,target_lv); return c; } /*========================================== * ロ?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) { int i; nullpo_retr(0, sd); // 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(pc_isdead(sd)){ pc_setrestartvalue(sd,0); memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } else { memcpy(sd->status.last_point.map,sd->mapname,24); sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; } // セ?ブ禁止マップだったので指定位置に移動 if(map[sd->bl.m].flag.nosave){ struct map_data *m=&map[sd->bl.m]; if(strcmp(m->save.map,"SavePoint")==0) memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); else memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point)); } //マナ?ポイントがプラスだった場合0に if(battle_config.muting_players && sd->status.manner > 0) sd->status.manner = 0; // Make sure all the skills are in the correct condition // before persisting to the backend.. [MouseJstr] for(i=0;istatus.skill[i].flag == 13){ sd->status.skill[i].id=0; sd->status.skill[i].lv=0; sd->status.skill[i].flag=0; } } 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, 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 struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class_); 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 || s_class.job == 12)) 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; struct status_change *sc_data; //?生や養子の場合の元の職業を算出する nullpo_retr(0, sd); item = sd->inventory_data[n]; sc_data = status_get_sc_data(&sd->bl); //s_class = pc_calc_base_job(sd->status.class_); if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip ) return 1; if(item == NULL) return 0; if(item->sex != 2 && sd->status.sex != item->sex) return 0; if(item->elv > 0 && sd->status.base_level < item->elv) return 0; // -- moonsoul (below statement substituted for commented out version further below // as it allows all advanced classes to equip items their normal versions // could equip) // if(((sd->status.class_==13 || sd->status.class_==4014) && ((1<<7)&item->class_) == 0) || // have mounted classes use unmounted equipment [Valaris] ((sd->status.class_==21 || sd->status.class_==4022) && ((1<<14)&item->class_) == 0)) return 0; if(sd->status.class_!=13 && sd->status.class_!=4014 && sd->status.class_!=21 && sd->status.class_!=4022) if((sd->status.class_<=4000 && ((1<status.class_)&item->class_) == 0) || (sd->status.class_>4000 && sd->status.class_<4023 && ((1<<(sd->status.class_-4001))&item->class_) == 0) || (sd->status.class_>=4023 && ((1<<(sd->status.class_-4023))&item->class_) == 0)) return 0; // if(((1<status.class_)&item->class_) == 0) // return 0; if(map[sd->bl.m].flag.pvp && (item->flag.no_equip&1)) //optimized by Lupus return 0; if(map[sd->bl.m].flag.gvg && (item->flag.no_equip>1)) //optimized by Lupus return 0; if(item->equip & 0x0002 && sc_data && sc_data[SC_STRIPWEAPON].timer != -1) return 0; if(item->equip & 0x0020 && sc_data && sc_data[SC_STRIPSHIELD].timer != -1) return 0; if(item->equip & 0x0010 && sc_data && sc_data[SC_STRIPARMOR].timer != -1) return 0; if(item->equip & 0x0100 && sc_data && sc_data[SC_STRIPHELM].timer != -1) return 0; return 1; } //装備破壊 int pc_break_equip(struct map_session_data *sd, unsigned short where) { struct item_data* item; int i; int sc; char output[255]; nullpo_retr(-1, sd); if(sd->unbreakable_equip & where) return 0; if(sd->unbreakable >= rand()%100) return 0; switch (where) { case EQP_WEAPON: sc = SC_CP_WEAPON; break; case EQP_ARMOR: sc = SC_CP_ARMOR; break; case EQP_SHIELD: sc = SC_CP_SHIELD; break; case EQP_HELM: sc = SC_CP_HELM; break; default: return 0; } if(sd->sc_count && sd->sc_data[sc].timer != -1) return 0; for (i=0;istatus.inventory[i].equip & where && !sd->status.inventory[i].attribute == 1) { item=sd->inventory_data[i]; sd->status.inventory[i].attribute = 1; pc_unequipitem(sd,i,3); sprintf(output, "%s has broken.",item->jname); clif_emotion(&sd->bl,23); clif_displaymessage(sd->fd, output); clif_equiplist(sd); break; } } 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(int id, int login_id2, time_t connect_until_time, struct mmo_charstatus *st) { struct map_session_data *sd = NULL; struct party *p; struct guild *g; int i; unsigned long tick = gettick(); sd = map_id2sd(id); nullpo_retr(1, sd); // check if double login occured if(sd->new_fd){ // 2重login状態だったので、両方落す clif_authfail_fd(sd->fd,2); // same id clif_authfail_fd(sd->new_fd,8); // same 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; } memset(&sd->state, 0, sizeof(sd->state)); // 基本的な初期化 sd->state.connect_new = 1; sd->bl.prev = sd->bl.next = NULL; sd->weapontype1 = sd->weapontype2 = 0; sd->view_class = sd->status.class_; sd->speed = DEFAULT_WALK_SPEED; sd->state.dead_sit = 0; sd->dir = 0; sd->head_dir = 0; sd->state.auth = 1; sd->walktimer = -1; sd->next_walktime = -1; sd->attacktimer = -1; sd->followtimer = -1; // [MouseJstr] sd->skilltimer = -1; sd->skillitem = -1; sd->skillitemlv = -1; sd->invincible_timer = -1; sd->deal_locked = 0; sd->trade_partner = 0; sd->inchealhptick = 0; sd->inchealsptick = 0; sd->hp_sub = 0; sd->sp_sub = 0; sd->inchealspirithptick = 0; sd->inchealspiritsptick = 0; sd->canact_tick = tick; sd->canmove_tick = tick; sd->canregen_tick = tick; sd->attackabletime = tick; sd->doridori_counter = 0; sd->change_level = pc_readglobalreg(sd,"jobchange_level"); #ifndef TXT_ONLY // mail system [Valaris] if(battle_config.mail_system) sd->mail_counter = 0; #endif sd->spiritball = 0; 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; sd->timerskill_count=0; for (i=0; iblockskill[i]=0; memset(&sd->dev,0,sizeof(struct square)); for(i = 0; i < 5; i++) { sd->dev.val1[i] = 0; sd->dev.val2[i] = 0; } // アカウント??の送信要求 intif_request_accountreg(sd); // アイテムチェック pc_setinventorydata(sd); pc_checkitem(sd); // pet sd->petDB = NULL; sd->pd = NULL; sd->pet_hungry_timer = -1; memset(&sd->pet, 0, sizeof(struct s_pet)); // 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_data[i].val1 = sd->sc_data[i].val2 = sd->sc_data[i].val3 = sd->sc_data[i].val4 = 0; } sd->sc_count=0; if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) && (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide))) sd->status.option &= (OPTION_MASK | OPTION_HIDE); else sd->status.option &= OPTION_MASK; // スキルユニット?係の初期化 memset(sd->skillunit, 0, sizeof(sd->skillunit)); memset(sd->skillunittick, 0, sizeof(sd->skillunittick)); // パ?ティ??係の初期化 sd->party_sended = 0; sd->party_invite = 0; sd->party_x = -1; sd->party_y = -1; sd->party_hp = -1; // ギルド?係の初期化 sd->guild_sended = 0; sd->guild_invite = 0; sd->guild_alliance = 0; // イベント?係の初期化 memset(sd->eventqueue, 0, sizeof(sd->eventqueue)); for(i = 0; i < MAX_EVENTTIMER; i++) sd->eventtimer[i] = -1; sd->eventcount=0; // 位置の設定 if (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) { char buf[32]; sprintf(buf, "Last_point_map %s not found\n", sd->status.last_point.map); ShowError (buf); } // try warping to a default map instead if (pc_setpos(sd, "prontera.gat", 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 && (g = guild_search(sd->status.guild_id)) == NULL) guild_request_info(sd->status.guild_id); // pvpの設定 sd->pvp_rank = 0; sd->pvp_point = 0; sd->pvp_timer = -1; // 通知 clif_authok(sd); map_addnickdb(sd); if (map_charid2nick(sd->status.char_id) == NULL) map_addchariddb(sd->status.char_id, sd->status.name); //スパノビ用死にカウンタ?のスクリプト??からの?み出しとsdへのセット sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER"); // 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 (night_flag == 1 && !map[sd->bl.m].flag.indoors) { 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); if (battle_config.night_darkness_level > 0) clif_specialeffect(&sd->bl, 474 + battle_config.night_darkness_level, 0); else //clif_specialeffect(&sd->bl, 483, 0); // default darkness level sd->opt2 |= STATE_BLIND; } // ステ?タス初期計算など status_calc_pc(sd,1); if (pc_isGM(sd)) sprintf(tmp_output,"GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, pc_isGM(sd)); else sprintf(tmp_output,"Character '"CL_WHITE"%s"CL_RESET"' logged in. (Account ID: '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id); ShowInfo(tmp_output); { struct npc_data *npc; //printf("pc: OnPCLogin event done. (%d events)\n", npc_event_doall("OnPCLogin") ); if ((npc = npc_name2id(script_config.login_event_name))) { run_script(npc->u.scr.script,0,sd->bl.id,npc->bl.id); // PCLoginNPC sprintf (tmp_output, "Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.login_event_name); ShowStatus(tmp_output); } } // Send friends list clif_friends_list_send(sd); // Message of the Dayの送信 { char buf[256]; FILE *fp; if ((fp = fopen(motd_txt, "r")) != NULL) { while (fgets(buf, sizeof(buf)-1, fp) != NULL) { int i; for(i=0; buf[i]; i++) { if (buf[i] == '\r' || buf[i]== '\n') { buf[i] = 0; break; } } if (battle_config.motd_type) clif_disp_onlyself(sd,buf,strlen(buf)); else clif_displaymessage(sd->fd, buf); } fclose(fp); } else if(battle_config.error_log) { sprintf(tmp_output, "In function pc_atuhok() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt); ShowWarning(tmp_output); } } #ifndef TXT_ONLY if(battle_config.mail_system) 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; } /*========================================== * session idに問題ありなので後始末 *------------------------------------------ */ int pc_authfail(int id) { struct map_session_data *sd; sd = map_id2sd(id); if (sd == NULL) return 1; if(sd->new_fd){ // 2重login状態だったので、新しい接続のみ落す clif_authfail_fd(sd->new_fd,0); sd->new_fd=0; return 0; } clif_authfail_fd(sd->fd, 0); return 0; } static int pc_calc_skillpoint(struct map_session_data* sd) { int i,skill,skill_point=0; nullpo_retr(0, sd); for(i=1;i 0) { if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) { 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, s=0; //?生や養子の場合の元の職業を算出する struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class_); c = s_class.job; //s = (s_class.upper==1) ? 1 : 0 ; //?生以外は通常のスキル? s = s_class.upper; c = pc_calc_skilltree_normalize_job(c, sd); for(i=0;istatus.skill[i].flag != 13) sd->status.skill[i].id=0; if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、 sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本?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=1;i<158;i++) sd->status.skill[i].id=i; for(i=210;i<291;i++) sd->status.skill[i].id=i; for(i=304;i<338;i++){ if(i==331) continue; sd->status.skill[i].id=i; } if(battle_config.enable_upper_class){ //confで無?でなければ?み?む for(i=355;i<411;i++) sd->status.skill[i].id=i; for(i=475;i<480;i++) sd->status.skill[i].id=i; } }else{ do { flag=0; for(i=0;(id=skill_tree[s][c][i].id)>0;i++){ int j,f=1; if(!battle_config.skillfree) { for(j=0;j<5;j++) { if( skill_tree[s][c][i].need[j].id && pc_checkskill(sd,skill_tree[s][c][i].need[j].id) < skill_tree[s][c][i].need[j].lv) { f=0; break; } } if (sd->status.job_level < skill_tree[s][c][i].joblv) f=0; if (id >= 2 && id <= 53 && pc_checkskill(sd, NV_BASIC) < 9) f=0; } if(f && sd->status.skill[id].id==0 ){ sd->status.skill[id].id=id; flag=1; } } } while(flag); } // if(battle_config.etc_log) // printf("calc skill_tree\n"); return 0; } int pc_calc_skilltree_normalize_job(int c, struct map_session_data *sd) { //if((battle_config.skillup_limit) && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023) || (c >= 4023 && c < 4045))) { if (battle_config.skillup_limit && c >= 0 && c < 23) { int skill_point = pc_calc_skillpoint(sd); if(skill_point < 9) c = 0; //else if((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && ((c > 6 && c < 23) || (c > 4007 && c < 4023) || (c > 4029 && c < 4045))) { //else if ((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && (c > 6 && c < 23)) { else if (sd->status.skill_point >= sd->status.job_level && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58) && (c > 6 && c < 23)) { switch(c) { case 7: case 13: case 14: case 21: c = 1; break; case 8: case 15: c = 4; break; case 9: case 16: c = 2; break; case 10: case 18: c = 5; break; case 11: case 19: case 20: c = 3; break; case 12: case 17: c = 6; break; #if 0 case 4008: case 4014: case 4015: case 4022: c = 4002; break; case 4009: case 4016: c = 4005; break; case 4010: case 4017: c = 4003; break; case 4011: case 4019: c = 4006; break; case 4012: case 4020: case 4021: c = 4004; break; case 4013: case 4018: c = 4007; break; case 4030: case 4036: case 4037: case 4044: c = 4024; break; case 4031: case 4038: c = 4027; break; case 4032: case 4039: c = 4025; break; case 4033: case 4040: c = 4028; break; case 4034: case 4041: case 4042: c = 4026; break; case 4035: case 4043: c = 4029; break; #endif } } } 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); if(sd->weight*2 >= sd->max_weight) 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{ 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{ 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) { nullpo_retr(0, sd); switch(type){ case SP_STR: case SP_AGI: case SP_VIT: case SP_INT: case SP_DEX: case SP_LUK: if(sd->state.lr_flag != 2) sd->parame[type-SP_STR]+=val; break; case SP_ATK1: if(!sd->state.lr_flag) sd->watk+=val; else if(sd->state.lr_flag == 1) sd->watk_+=val; break; case SP_ATK2: if(!sd->state.lr_flag) sd->watk2+=val; else if(sd->state.lr_flag == 1) sd->watk_2+=val; break; case SP_BASE_ATK: if(sd->state.lr_flag != 2) sd->base_atk+=val; break; case SP_MATK1: if(sd->state.lr_flag != 2) sd->matk1 += val; break; case SP_MATK2: if(sd->state.lr_flag != 2) sd->matk2 += val; break; case SP_MATK: if(sd->state.lr_flag != 2) { sd->matk1 += val; sd->matk2 += val; } break; case SP_DEF1: if(sd->state.lr_flag != 2) sd->def+=val; break; case SP_MDEF1: if(sd->state.lr_flag != 2) sd->mdef+=val; break; case SP_MDEF2: if(sd->state.lr_flag != 2) sd->mdef+=val; break; case SP_HIT: if(sd->state.lr_flag != 2) sd->hit+=val; else sd->arrow_hit+=val; break; case SP_FLEE1: if(sd->state.lr_flag != 2) sd->flee+=val; break; case SP_FLEE2: if(sd->state.lr_flag != 2) sd->flee2+=val*10; break; case SP_CRITICAL: if(sd->state.lr_flag != 2) sd->critical+=val*10; else sd->arrow_cri += val*10; break; case SP_ATKELE: if(!sd->state.lr_flag) sd->atk_ele=val; else if(sd->state.lr_flag == 1) sd->atk_ele_=val; else if(sd->state.lr_flag == 2) sd->arrow_ele=val; break; case SP_DEFELE: if(sd->state.lr_flag != 2) sd->def_ele=val; break; case SP_MAXHP: if(sd->state.lr_flag != 2) sd->status.max_hp+=val; break; case SP_MAXSP: if(sd->state.lr_flag != 2) sd->status.max_sp+=val; break; case SP_CASTRATE: if(sd->state.lr_flag != 2) sd->castrate+=val; break; case SP_MAXHPRATE: if(sd->state.lr_flag != 2) sd->hprate+=val; break; case SP_MAXSPRATE: if(sd->state.lr_flag != 2) sd->sprate+=val; break; case SP_SPRATE: if(sd->state.lr_flag != 2) sd->dsprate+=val; break; case SP_ATTACKRANGE: if(!sd->state.lr_flag) sd->attackrange += val; else if(sd->state.lr_flag == 1) sd->attackrange_ += val; else if(sd->state.lr_flag == 2) sd->arrow_range += val; break; case SP_ADD_SPEED: if(sd->state.lr_flag != 2) sd->speed -= val; break; case SP_SPEED_RATE: if(sd->state.lr_flag != 2) { if(sd->speed_rate > 100-val) sd->speed_rate = 100-val; } break; case SP_SPEED_ADDRATE: if(sd->state.lr_flag != 2) sd->speed_add_rate = sd->speed_add_rate * (100-val)/100; break; case SP_ASPD: if(sd->state.lr_flag != 2) sd->aspd -= val*10; break; case SP_ASPD_RATE: if(sd->state.lr_flag != 2) { if(sd->aspd_rate > 100-val) sd->aspd_rate = 100-val; } break; case SP_ASPD_ADDRATE: if(sd->state.lr_flag != 2) sd->aspd_add_rate = sd->aspd_add_rate * (100-val)/100; break; case SP_HP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->hprecov_rate += val; break; case SP_SP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->sprecov_rate += val; break; case SP_CRITICAL_DEF: if(sd->state.lr_flag != 2) sd->critical_def += val; break; case SP_NEAR_ATK_DEF: if(sd->state.lr_flag != 2) sd->near_attack_def_rate += val; break; case SP_LONG_ATK_DEF: if(sd->state.lr_flag != 2) sd->long_attack_def_rate += val; break; case SP_DOUBLE_RATE: if(sd->state.lr_flag == 0 && sd->double_rate < val) sd->double_rate = val; break; case SP_DOUBLE_ADD_RATE: if(sd->state.lr_flag == 0) sd->double_add_rate += val; break; case SP_MATK_RATE: if(sd->state.lr_flag != 2) sd->matk_rate += val; break; case SP_IGNORE_DEF_ELE: if(!sd->state.lr_flag) sd->ignore_def_ele |= 1<state.lr_flag == 1) sd->ignore_def_ele_ |= 1<state.lr_flag) sd->ignore_def_race |= 1<state.lr_flag == 1) sd->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_GET_ZENY_NUM: if(sd->state.lr_flag != 2 && sd->get_zeny_num < val) sd->get_zeny_num = val; break; case SP_ADD_GET_ZENY_NUM: if(sd->state.lr_flag != 2) sd->get_zeny_add_num += val; break; case SP_DEF_RATIO_ATK_ELE: if(!sd->state.lr_flag) sd->def_ratio_atk_ele |= 1<state.lr_flag == 1) sd->def_ratio_atk_ele_ |= 1<state.lr_flag) sd->def_ratio_atk_race |= 1<state.lr_flag == 1) sd->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_RECORVER: if(sd->state.lr_flag != 2) sd->special_state.restart_full_recover = 1; break; case SP_NO_CASTCANCEL: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel = 1; break; case SP_NO_CASTCANCEL2: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel2 = 1; break; case SP_NO_SIZEFIX: if(sd->state.lr_flag != 2) sd->special_state.no_sizefix = 1; break; case SP_NO_MAGIC_DAMAGE: if(sd->state.lr_flag != 2) sd->special_state.no_magic_damage = 1; break; case SP_NO_WEAPON_DAMAGE: if(sd->state.lr_flag != 2) sd->special_state.no_weapon_damage = 1; break; case SP_NO_GEMSTONE: if(sd->state.lr_flag != 2) sd->special_state.no_gemstone = 1; break; case SP_INFINITE_ENDURE: if(sd->state.lr_flag != 2) sd->special_state.infinite_endure = 1; break; case SP_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_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->perfect_hiding=1; } break; case SP_DISGUISE: // Disguise script for items [Valaris] if(sd->state.lr_flag!=2 && sd->disguiseflag==0) { if(pc_isriding(sd)) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris] clif_displaymessage(sd->fd, "Cannot wear disguise when riding a Peco."); break; } sd->disguise=val; clif_clearchar(&sd->bl, 9); pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3); } break; case SP_UNBREAKABLE: if(sd->state.lr_flag!=2) { sd->unbreakable += val; } break; case SP_CLASSCHANGE: // [Valaris] if(sd->state.lr_flag !=2){ sd->classchange=val; } break; case SP_LONG_ATK_RATE: if(sd->status.weapon == 11 && sd->state.lr_flag != 2) sd->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: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_ARMOR; 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->ignore_def_mob |= 1<state.lr_flag == 1) sd->ignore_def_mob_ |= 1<state.lr_flag) sd->hp_gain_value += val; break; case SP_DAMAGE_WHEN_UNEQUIP: if(!sd->state.lr_flag) sd->unequip_damage += val; break; default: if(battle_config.error_log) printf("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->addele[type2]+=val; else if(sd->state.lr_flag == 1) sd->addele_[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addele[type2]+=val; break; case SP_ADDRACE: if(!sd->state.lr_flag) sd->addrace[type2]+=val; else if(sd->state.lr_flag == 1) sd->addrace_[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addrace[type2]+=val; break; case SP_ADDSIZE: if(!sd->state.lr_flag) sd->addsize[type2]+=val; else if(sd->state.lr_flag == 1) sd->addsize_[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addsize[type2]+=val; break; case SP_SUBELE: if(sd->state.lr_flag != 2) sd->subele[type2]+=val; break; case SP_SUBRACE: if(sd->state.lr_flag != 2) sd->subrace[type2]+=val; break; case SP_ADDEFF: if(sd->state.lr_flag != 2) sd->addeff[type2]+=val; else sd->arrow_addeff[type2]+=val; break; case SP_ADDEFF2: if(sd->state.lr_flag != 2) sd->addeff2[type2]+=val; else sd->arrow_addeff2[type2]+=val; break; case SP_RESEFF: if(sd->state.lr_flag != 2) sd->reseff[type2]+=val; break; case SP_MAGIC_ADDELE: if(sd->state.lr_flag != 2) sd->magic_addele[type2]+=val; break; case SP_MAGIC_ADDRACE: if(sd->state.lr_flag != 2) sd->magic_addrace[type2]+=val; break; case SP_MAGIC_SUBRACE: if(sd->state.lr_flag != 2) sd->magic_subrace[type2]+=val; break; case SP_ADD_DAMAGE_CLASS: if(!sd->state.lr_flag) { for(i=0;iadd_damage_class_count;i++) { if(sd->add_damage_classid[i] == type2) { sd->add_damage_classrate[i] += val; break; } } if(i >= sd->add_damage_class_count && sd->add_damage_class_count < 10) { sd->add_damage_classid[sd->add_damage_class_count] = type2; sd->add_damage_classrate[sd->add_damage_class_count] += val; sd->add_damage_class_count++; } } else if(sd->state.lr_flag == 1) { for(i=0;iadd_damage_class_count_;i++) { if(sd->add_damage_classid_[i] == type2) { sd->add_damage_classrate_[i] += val; break; } } if(i >= sd->add_damage_class_count_ && sd->add_damage_class_count_ < 10) { sd->add_damage_classid_[sd->add_damage_class_count_] = type2; sd->add_damage_classrate_[sd->add_damage_class_count_] += val; sd->add_damage_class_count_++; } } break; case SP_ADD_MAGIC_DAMAGE_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_magic_damage_class_count;i++) { if(sd->add_magic_damage_classid[i] == type2) { sd->add_magic_damage_classrate[i] += val; break; } } if(i >= sd->add_magic_damage_class_count && sd->add_magic_damage_class_count < 10) { sd->add_magic_damage_classid[sd->add_magic_damage_class_count] = type2; sd->add_magic_damage_classrate[sd->add_magic_damage_class_count] += val; sd->add_magic_damage_class_count++; } } break; case SP_ADD_DEF_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_def_class_count;i++) { if(sd->add_def_classid[i] == type2) { sd->add_def_classrate[i] += val; break; } } if(i >= sd->add_def_class_count && sd->add_def_class_count < 10) { sd->add_def_classid[sd->add_def_class_count] = type2; sd->add_def_classrate[sd->add_def_class_count] += val; sd->add_def_class_count++; } } break; case SP_ADD_MDEF_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_mdef_class_count;i++) { if(sd->add_mdef_classid[i] == type2) { sd->add_mdef_classrate[i] += val; break; } } if(i >= sd->add_mdef_class_count && sd->add_mdef_class_count < 10) { sd->add_mdef_classid[sd->add_mdef_class_count] = type2; sd->add_mdef_classrate[sd->add_mdef_class_count] += val; sd->add_mdef_class_count++; } } break; case SP_HP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->hp_drain_rate += type2; sd->hp_drain_per += val; } else if(sd->state.lr_flag == 1) { sd->hp_drain_rate_ += type2; sd->hp_drain_per_ += val; } break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->hp_drain_rate += type2; sd->hp_drain_value += val; } else if(sd->state.lr_flag == 1) { sd->hp_drain_rate_ += type2; sd->hp_drain_value_ += val; } break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->sp_drain_rate += type2; sd->sp_drain_per += val; } else if(sd->state.lr_flag == 1) { sd->sp_drain_rate_ += type2; sd->sp_drain_per_ += val; } sd->sp_drain_type = 0; break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->sp_drain_rate += type2; sd->sp_drain_value += val; } else if(sd->state.lr_flag == 1) { sd->sp_drain_rate_ += type2; sd->sp_drain_value_ += val; } sd->sp_drain_type = 0; 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; break; case SP_ADDEFF_WHENHIT: if(sd->state.lr_flag != 2) sd->addeff3[type2]+=val; break; case SP_SKILL_ATK: if(sd->state.lr_flag != 2) { if (sd->skillatk[0] == type2) sd->skillatk[1] += val; else { sd->skillatk[0] = type2; sd->skillatk[1] = val; } } break; case SP_ADD_DAMAGE_BY_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_damage_class_count2;i++) { if(sd->add_damage_classid2[i] == type2) { sd->add_damage_classrate2[i] += val; break; } } if(i >= sd->add_damage_class_count2 && sd->add_damage_class_count2 < 10) { sd->add_damage_classid2[sd->add_damage_class_count2] = type2; sd->add_damage_classrate2[sd->add_damage_class_count2] += val; sd->add_damage_class_count2++; } } 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->addrace2[type2] += val; else sd->addrace2_[type2] += val; break; case SP_SUBSIZE: if(sd->state.lr_flag != 2) sd->subsize[type2]+=val; break; default: if(battle_config.error_log) printf("pc_bonus2: unknown type %d %d %d!\n",type,type2,val); break; } return 0; } int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) { int i; switch(type){ case SP_ADD_MONSTER_DROP_ITEM: if(sd->state.lr_flag != 2) { for(i=0;imonster_drop_item_count;i++) { if(sd->monster_drop_itemid[i] == type2) { sd->monster_drop_race[i] |= 1<monster_drop_itemrate[i] < val) sd->monster_drop_itemrate[i] = val; break; } } if(i >= sd->monster_drop_item_count && sd->monster_drop_item_count < 10) { sd->monster_drop_itemid[sd->monster_drop_item_count] = type2; sd->monster_drop_race[sd->monster_drop_item_count] |= 1<monster_drop_itemrate[sd->monster_drop_item_count] = val; sd->monster_drop_item_count++; } } break; case SP_AUTOSPELL: if(sd->state.lr_flag != 2){ sd->autospell_id = type2; sd->autospell_lv = type3; sd->autospell_rate = val; } break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2){ sd->autospell2_id = type2; sd->autospell2_lv = type3; sd->autospell2_rate = val; sd->autospell2_type = 1; // enemy } 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->sp_drain_rate += type2; sd->sp_drain_per += type3; } else if(sd->state.lr_flag == 1) { sd->sp_drain_rate_ += type2; sd->sp_drain_per_ += type3; } sd->sp_drain_type = val; break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->sp_drain_rate += type2; sd->sp_drain_value += type3; } else if(sd->state.lr_flag == 1) { sd->sp_drain_rate_ += type2; sd->sp_drain_value_ += type3; } sd->sp_drain_type = val; default: if(battle_config.error_log) printf("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) { switch(type){ case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2){ sd->autospell2_id = type2; sd->autospell2_lv = type3; sd->autospell2_rate = type4; sd->autospell2_type = val; // 0: self, 1: enemy } break; default: if(battle_config.error_log) printf("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) printf("support card skill only!\n"); return 0; } if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?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; nullpo_retr (-1, sd = map_id2sd(id)); sd->blockskill[data] = 0; return 1; } void pc_blockskill_start (struct map_session_data *sd, int skillid, int tick) { nullpo_retv(sd); if (skillid >= 10000 && skillid < 10015) skillid -= 9500; else if (skillid < 1 || skillid > MAX_SKILL) return; sd->blockskill[skillid] = 1; add_timer(gettick()+tick,pc_blockskill_end,sd->bl.id,skillid); return; } /*========================================== * カ?ド?入 *------------------------------------------ */ int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip) { nullpo_retr(0, sd); if(idx_card >= 0 && idx_card < MAX_INVENTORY && idx_equip >= 0 && idx_equip < MAX_INVENTORY && sd->inventory_data[idx_card]) { int i; int nameid=sd->status.inventory[idx_equip].nameid; int cardid=sd->status.inventory[idx_card].nameid; int ep=sd->inventory_data[idx_card]->equip; if( nameid <= 0 || sd->inventory_data[idx_equip] == NULL || (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // ? 備じゃない ( sd->status.inventory[idx_equip].identify==0 ) || // 未鑑定 ( sd->status.inventory[idx_equip].card[0]==0x00ff) || // 製造武器 ( sd->status.inventory[idx_equip].card[0]==0x00fe) || ( (sd->inventory_data[idx_equip]->equip&ep)==0 ) || // ? 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].card[0]==(short)0xff00) || 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; } } } else clif_insert_card(sd,idx_equip,idx_card,1); return 0; } // // アイテム物 // /*========================================== * スキルによる買い値修正 *------------------------------------------ */ int pc_modifybuyvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate1 = 0,rate2 = 0; if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント rate1 = 5+skill*2-((skill==10)? 1:0); if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント rate2 = 5+skill*4; if(rate1 < rate2) rate1 = rate2; if(rate1) val = (int)((double)orig_value*(double)(100-rate1)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } /*========================================== * スキルによる?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); 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,w; nullpo_retr(1, sd); nullpo_retr(1, item_data); if(item_data->nameid <= 0 || amount <= 0) return 1; data = itemdb_search(item_data->nameid); if((w = data->weight*amount) + sd->weight > sd->max_weight) return 2; i = MAX_INVENTORY; if(!itemdb_isequip2(data)){ // ? 備品ではないので、?所有品なら個?のみ?化させる for(i=0;istatus.inventory[i], item_data)) { if(sd->status.inventory[i].amount+amount > MAX_AMOUNT) return 5; sd->status.inventory[i].amount+=amount; clif_additem(sd,i,amount,0); break; } } if(i >= MAX_INVENTORY){ // ? 備品か未所有品だったので空き欄へ追加 i = pc_search_inventory(sd,0); if(i >= 0) { memcpy(&sd->status.inventory[i],item_data,sizeof(sd->status.inventory[0])); if(itemdb_isequip2(data)){ sd->status.inventory[i].amount=1; amount=1; } else { sd->status.inventory[i].amount=amount; } sd->inventory_data[i]=data; clif_additem(sd,i,amount,0); } else return 4; } sd->weight += w; clif_updatestatus(sd,SP_WEIGHT); return 0; } /*========================================== * アイテムを減らす *------------------------------------------ */ int pc_delitem(struct map_session_data *sd,int n,int amount,int type) { nullpo_retr(1, sd); if(sd->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 || itemdb_isdropable(sd->status.inventory[n].nameid) == 0 || // Celest pc_candrop(sd,sd->status.inventory[n].nameid)) return 1; map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 0); pc_delitem(sd, n, amount, 0); return 0; } /*========================================== * アイテムを拾う *------------------------------------------ */ int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem) { int flag; unsigned int tick = gettick(); struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL; nullpo_retr(0, sd); nullpo_retr(0, fitem); if(fitem->first_get_id > 0) { first_sd = map_id2sd(fitem->first_get_id); if(tick < fitem->first_get_tick) { if(fitem->first_get_id != sd->bl.id && !(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) { second_sd = map_id2sd(fitem->second_get_id); if(tick < fitem->second_get_tick) { if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id && !(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) { third_sd = map_id2sd(fitem->third_get_id); if(tick < fitem->third_get_tick) { if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id && fitem->third_get_id != sd->bl.id && !(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; } } } } } if((flag = pc_additem(sd,&fitem->item_data,fitem->item_data.amount))) // 重量overで取得失敗 clif_additem(sd,0,0,flag); else { /* 取得成功 */ if(sd->attacktimer != -1) pc_stopattack(sd); clif_takeitem(&sd->bl,&fitem->bl); map_clearflooritem(fitem->bl.id); } return 0; } int pc_isUseitem(struct map_session_data *sd,int n) { struct item_data *item; int nameid; nullpo_retr(0, sd); item = sd->inventory_data[n]; nameid = sd->status.inventory[n].nameid; if(item == NULL) return 0; if(item->type != 0 && item->type != 2) return 0; if((nameid == 605) && map[sd->bl.m].flag.gvg) return 0; if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map[sd->bl.m].flag.gvg)) { clif_skill_teleportmessage(sd,0); return 0; } if(nameid == 602 && map[sd->bl.m].flag.noreturn) return 0; if(nameid == 604 && (map[sd->bl.m].flag.nobranch || map[sd->bl.m].flag.gvg)) return 0; if(item->sex != 2 && sd->status.sex != item->sex) return 0; if(item->elv > 0 && sd->status.base_level < item->elv) return 0; if(((sd->status.class_==13 || sd->status.class_==4014) && ((1<<7)&item->class_) == 0) || // have mounted classes use unmounted items [Valaris] ((sd->status.class_==21 || sd->status.class_==4022) && ((1<<14)&item->class_) == 0)) return 0; if(sd->status.class_!=13 && sd->status.class_!=4014 && sd->status.class_!=21 && sd->status.class_!=4022) if((sd->status.class_<=4000 && ((1<status.class_)&item->class_) == 0) || (sd->status.class_>4000 && sd->status.class_<4023 && ((1<<(sd->status.class_-4001))&item->class_) == 0) || (sd->status.class_>=4023 && ((1<<(sd->status.class_-4023))&item->class_) == 0)) return 0; if((log_config.branch > 0) && (nameid == 604)) log_branch(sd); return 1; } /*========================================== * アイテムを使う *------------------------------------------ */ int pc_useitem(struct map_session_data *sd,int n) { int nameid,amount; nullpo_retr(1, sd); if(n >=0 && n < MAX_INVENTORY) { nameid = sd->status.inventory[n].nameid; amount = sd->status.inventory[n].amount; if(sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 || sd->sc_data[SC_BERSERK].timer!=-1 || sd->sc_data[SC_MARIONETTE].timer!=-1 || //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[sd->bl.m].flag.gvg && (sd->inventory_data[n]->flag.no_equip>1) ) || // GVG !pc_isUseitem(sd,n) ) { clif_useitemack(sd,n,0,0); return 1; } if(sd->inventory_data[n]) run_script(sd->inventory_data[n]->use_script,0,sd->bl.id,0); amount = sd->status.inventory[n].amount; clif_useitemack(sd,n,amount-1,1); pc_delitem(sd,n,1,1); } 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((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight) return 1; i=MAX_CART; if(!itemdb_isequip2(data)){ // ? 備品ではないので、?所有品なら個?のみ?化させる for(i=0;istatus.cart[i], item_data)) { 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){ // ? 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])); if(itemdb_isequip2(data)){ sd->status.inventory[i].amount=1; amount=1; } else { sd->status.inventory[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); nullpo_retr(0, item_data = &sd->status.inventory[idx]); if(itemdb_isdropable(sd->status.inventory[idx].nameid) == 0) return 1; if(pc_candrop(sd,sd->status.inventory[idx].nameid)==1) return 1; if (item_data->nameid==0 || 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); nullpo_retr(0, item_data=&sd->status.cart[idx]); if( item_data->nameid==0 || 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; } /*========================================== * アイテム鑑定 *------------------------------------------ */ int pc_item_identify(struct map_session_data *sd,int idx) { int flag=1; nullpo_retr(0, sd); // Celest if (sd->skillid == BS_REPAIRWEAPON) return pc_item_repair (sd, idx); else if (sd->skillid == WS_WEAPONREFINE) return pc_item_refine (sd, idx); if(idx >= 0 && idx < MAX_INVENTORY) { if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ flag=0; sd->status.inventory[idx].identify=1; } clif_item_identified(sd,idx,flag); } else clif_item_identified(sd,idx,flag); return !flag; } /*========================================== * Weapon Repair [Celest] *------------------------------------------ */ int pc_item_repair(struct map_session_data *sd,int idx) { int flag=1, material; int materials[5] = { 0, 1002, 998, 999, 756 }; struct item *item; nullpo_retr(0, sd); item = &sd->status.inventory[idx]; if(idx >= 0 && idx < MAX_INVENTORY) { if(item->nameid > 0 && item->attribute == 1 ) { if (itemdb_type(item->nameid)==4) material = materials [itemdb_wlv (item->nameid)]; else material = materials [3]; if (pc_search_inventory(sd, material) < 0 ) { //fixed by Lupus (item pos can be = 0!) clif_skill_fail(sd,sd->skillid,0,0); return 0; } flag=0; item->attribute=0; //Temporary Weapon Repair code [DracoRPG] pc_delitem(sd, pc_search_inventory(sd, material), 1, 0); clif_equiplist(sd); clif_produceeffect(sd, 0, item->nameid); clif_misceffect(&sd->bl, 3); clif_displaymessage(sd->fd,"Item has been repaired."); } } return !flag; } /*========================================== * Weapon Refining [Celest] *------------------------------------------ */ int pc_item_refine(struct map_session_data *sd,int idx) { int flag = 1, i = 0, ep = 0, per; int material[5] = { 0, 1010, 1011, 984, 984 }; struct item *item; nullpo_retr(0, sd); item = &sd->status.inventory[idx]; if(idx >= 0 && idx < MAX_INVENTORY) { if(item->nameid > 0 && itemdb_type(item->nameid)==4) { // if it's no longer refineable if (item->refine >= sd->skilllv || item->refine == 10) { clif_skill_fail(sd,sd->skillid,0,0); return 0; } if ((i=pc_search_inventory(sd, material [itemdb_wlv (item->nameid)])) < 0 ) { //fixed by Lupus (item pos can be = 0!) clif_skill_fail(sd,sd->skillid,0,0); return 0; } per = percentrefinery [itemdb_wlv (item->nameid)][(int)item->refine]; //per += pc_checkskill(sd,BS_WEAPONRESEARCH); per *= (75 + sd->status.job_level/2)/100; if (per > rand() % 100) { flag = 0; item->refine++; pc_delitem(sd, i, 1, 0); if(item->equip) { ep = item->equip; pc_unequipitem(sd,idx,3); } clif_refine(sd->fd,sd,0,idx,item->refine); clif_delitem(sd,idx,1); clif_additem(sd,idx,1,0); if (ep) pc_equipitem(sd,idx,ep); clif_misceffect(&sd->bl,3); } else { pc_delitem(sd, i, 1, 0); item->refine = 0; if(item->equip) pc_unequipitem(sd,idx,3); clif_refine(sd->fd,sd,1,idx,item->refine); pc_delitem(sd,idx,1,0); clif_misceffect(&sd->bl,2); clif_emotion(&sd->bl, 23); } } } return !flag; } /*========================================== * 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) { if(sd != NULL && bl != NULL && bl->type == BL_MOB) { int i,skill,rate,itemid,flag, count; struct mob_data *md; md=(struct mob_data *)bl; if(!md->state.steal_flag && mob_db[md->class_].mexp <= 0 && !(mob_db[md->class_].mode&0x20) && (!(md->class_>1324 && md->class_<1364))) // prevent stealing from treasure boxes [Valaris] { if (md->sc_data && (md->sc_data[SC_STONE].timer != -1 || md->sc_data[SC_FREEZE].timer != -1)) return 0; skill = battle_config.skill_steal_type == 1 ? (sd->paramc[4] - mob_db[md->class_].dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10 : sd->paramc[4] - mob_db[md->class_].dex + pc_checkskill(sd,TF_STEAL)*3 + 10; if(0 < skill) { for(count = 10; count <= 10 && count != 0; count--) //8 -> 10 Lupus { i = rand()%10; //8 -> 10 Lupus itemid = mob_db[md->class_].dropitem[i].nameid; if(itemid > 0 && itemdb_type(itemid) != 6) { rate = (mob_db[md->class_].dropitem[i].p / battle_config.item_rate_common * 100 * skill)/100; rate += sd->add_steal_rate; if(rand()%10000 < rate) { struct item tmp_item; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = itemid; tmp_item.amount = 1; tmp_item.identify = 1; flag = pc_additem(sd,&tmp_item,1); if(battle_config.show_steal_in_same_party) { party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,0); } if(flag) { if(battle_config.show_steal_in_same_party) { party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,1); } clif_additem(sd,0,0,flag); } md->state.steal_flag = 1; return 1; } } } } } } return 0; } /*========================================== * *------------------------------------------ */ int pc_steal_coin(struct map_session_data *sd,struct block_list *bl) { if(sd != NULL && bl != NULL && bl->type == BL_MOB) { int rate,skill; struct mob_data *md=(struct mob_data *)bl; if(md && !md->state.steal_coin_flag) { 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 - mob_db[md->class_].lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2; if(rand()%1000 < rate) { pc_getzeny(sd,mob_db[md->class_].lv*10 + rand()%100); md->state.steal_coin_flag = 1; return 1; } } } return 0; } // // // /*========================================== * PCの位置設定 *------------------------------------------ */ int pc_setpos(struct map_session_data *sd,char *mapname_org,int x,int y,int clrtype) { char mapname[24]; int m=0,disguise=0; nullpo_retr(0, sd); if(sd->chatID) // チャットから出る chat_leavechat(sd); if(sd->trade_partner) // 取引を中?する trade_tradecancel(sd); if(sd->state.storage_flag) storage_guild_storage_quit(sd,0); else storage_storage_quit(sd); // 倉庫を開いてるなら保存する 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); 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); } 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_DANCING].timer!=-1) // clear dance effect when warping [Valaris] skill_stop_dancing(&sd->bl,0); if (sd->sc_data[SC_BASILICA].timer!=-1) { int i; for (i=0;iskillunit[i].skill_id==HP_BASILICA) skill_delunitgroup(&sd->skillunit[i]); status_change_end(&sd->bl,SC_BASILICA,-1); } } if(sd->status.option&2) status_change_end(&sd->bl, SC_HIDING, -1); if(sd->status.option&4) status_change_end(&sd->bl, SC_CLOAKING, -1); if(sd->status.option&16386) 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(sd->disguise) { // clear disguises when warping [Valaris] clif_clearchar(&sd->bl, 9); disguise=sd->disguise; sd->disguise=0; } strncpy(mapname,mapname_org,sizeof(mapname)); mapname[16]=0; if(strstr(mapname,".gat")==NULL && strstr(mapname,".afm")==NULL && strlen(mapname)<16){ strcat(mapname,".gat"); } m=map_mapname2mapid(mapname); if(m<0){ if(sd->mapname[0]){ int ip,port; if(map_mapname2ipport(mapname,&ip,&port)==0){ skill_stop_dancing(&sd->bl,1); skill_unit_move(&sd->bl,gettick(),0); 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); } } memcpy(sd->mapname,mapname,24); sd->bl.x=x; sd->bl.y=y; sd->state.waitingdisconnect=1; pc_makesavestatus(sd); if(sd->status.pet_id > 0 && sd->pd) intif_save_petdata(sd->status.account_id,&sd->pet); chrif_save(sd); storage_storage_save(sd); storage_delete(sd->status.account_id); chrif_changemapserver(sd, mapname, x, y, ip, port); return 0; } } #if 0 clif_authfail_fd(sd->fd,0); // cancel clif_setwaitclose(sd->fd); #endif return 1; } if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys) x=y=0; if((x==0 && y==0) || map_getcell(m,x,y,CELL_CHKNOPASS)){ if(x||y) { if(battle_config.error_log) printf("stacked (%d,%d)\n",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->mapname[0] && sd->bl.prev != NULL){ skill_unit_move(&sd->bl,gettick(),0); 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_makesavestatus(sd); chrif_save(sd); storage_storage_save(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].name,x,y); // [MouseJstr] } if(disguise) // disguise teleport fix [Valaris] sd->disguise=disguise; memcpy(sd->mapname,mapname,24); sd->bl.m = m; sd->to_x = x; sd->to_y = y; // moved and changed dance effect stopping sd->bl.x = x; sd->bl.y = y; 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; } // map_addblock(&sd->bl); /// ブロック登?とspawnは // clif_spawnpc(sd); 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[m].name,x,y,type); return 0; } /*========================================== * 現在位置のメモ *------------------------------------------ */ int pc_memo(struct map_session_data *sd, int i) { int skill; int j; nullpo_retr(0, sd); skill = pc_checkskill(sd, AL_WARP); if (i >= MIN_PORTAL_MEMO) i -= MIN_PORTAL_MEMO; else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) { clif_skill_teleportmessage(sd, 1); return 0; } if (skill < 1) { clif_skill_memo(sd,2); } if (skill < 2 || i < -1 || i > 2) { clif_skill_memo(sd, 1); return 0; } for(j = 0 ; j < 3; j++) { if (strcmp(sd->status.memo_point[j].map, map[sd->bl.m].name) == 0) { i = j; break; } } if (i == -1) { for(i = skill - 3; i >= 0; i--) { memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i], sizeof(struct point)); } i = 0; } memcpy(sd->status.memo_point[i].map, map[sd->bl.m].name, 24); sd->status.memo_point[i].x = sd->bl.x; sd->status.memo_point[i].y = sd->bl.y; clif_skill_memo(sd, 0); return 1; } /*========================================== * *------------------------------------------ */ int pc_can_reach(struct map_session_data *sd,int x,int y) { struct walkpath_data wpd; nullpo_retr(0, sd); if( sd->bl.x==x && sd->bl.y==y ) // 同じマス return 1; // 障害物判定 wpd.path_len=0; wpd.path_pos=0; wpd.path_half=0; return (path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,x,y,0)!=-1)?1:0; } // // ? 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; int moveblock; int x,y,dx,dy; nullpo_retr_f(0, (sd=map_id2sd(id)), "id=%d", id); if(sd->walktimer != tid){ if(battle_config.error_log) printf("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; if(map_getcell(sd->bl.m,x,y,CELL_CHKNOPASS)) { pc_stop_walking(sd,1); return 0; } 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,y,CELL_CHKNOPASS)) { pc_walktoxy_sub(sd); return 0; } if (skill_check_moonlit (&sd->bl,x+dx,y+dy)) { pc_stop_walking(sd,1); return 0; } moveblock = ( x/BLOCK_SIZE != (x+dx)/BLOCK_SIZE || y/BLOCK_SIZE != (y+dy)/BLOCK_SIZE); sd->walktimer = 1; map_foreachinmovearea(clif_pcoutsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd); x += dx; y += dy; skill_unit_move(&sd->bl,tick,0); if(moveblock) map_delblock(&sd->bl); sd->bl.x = x; sd->bl.y = y; if(moveblock) map_addblock(&sd->bl); skill_unit_move(&sd->bl,tick,1); #if 0 if (sd->status.guild_id > 0) { struct skill_unit *su; if (sd->sc_data[SC_LEADERSHIP].val4 && (su=(struct skill_unit *)sd->sc_data[SC_LEADERSHIP].val4)) { skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy); } if (sd->sc_data[SC_GLORYWOUNDS].val4 && (su=(struct skill_unit *)sd->sc_data[SC_GLORYWOUNDS].val4)) { skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy); } if (sd->sc_data[SC_SOULCOLD].val4 && (su=(struct skill_unit *)sd->sc_data[SC_SOULCOLD].val4)) { skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy); } if (sd->sc_data[SC_HAWKEYES].val4 && (su=(struct skill_unit *)sd->sc_data[SC_HAWKEYES].val4)) { skill_unit_move_unit_group(su->group,sd->bl.m,dx,dy); } } #endif map_foreachinmovearea(clif_pcinsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,0,sd); sd->walktimer = -1; if(sd->status.party_id>0){ // パ?ティのHP情報通知?査 struct party *p=party_search(sd->status.party_id); if(p!=NULL){ int p_flag=0; map_foreachinmovearea(party_send_hp_check,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&p_flag); if(p_flag) sd->party_hp=-1; } } if(sd->status.option&4) // クロ?キングの消滅?査 skill_check_cloaking(&sd->bl); /* ディボ?ション?査 */ for(i=0;i<5;i++) if(sd->dev.val1[i]){ skill_devotion3(&sd->bl,sd->dev.val1[i]); break; } /* 被ディボ?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 (sd->sc_data[SC_DEVOTION].val1) skill_devotion2(&sd->bl,sd->sc_data[SC_DEVOTION].val1); if (sd->sc_data[SC_BASILICA].timer!=-1) { // Basilica cancels if caster moves [celest] int i; for (i=0;iskillunit[i].skill_id==HP_BASILICA) skill_delunitgroup(&sd->skillunit[i]); status_change_end(&sd->bl,SC_BASILICA,-1); } } 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); } if(battle_config.disp_hpmeter) clif_hpmeter(sd); 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; sd->idletime = tick_; if(sd->walktimer != -1 && sd->state.change_walk_target==0){ // 現在?いている最中の目的地?更なのでマス目の中心に?た暫ノ // timer??からpc_walktoxy_subを呼ぶようにする sd->state.change_walk_target=1; } else { pc_walktoxy_sub(sd); } if (sd->sc_data && sd->status.guild_id > 0) { struct skill_unit *su; struct skill_unit_group *sg; if (sd->state.leadership_flag && (su=(struct skill_unit *)sd->state.leadership_flag) && (sg=su->group) && sg->src_id == sd->bl.id) { skill_unit_move_unit_group(sg,sd->bl.m,(x - sd->bl.x),(y - sd->bl.y)); } if (sd->state.glorywounds_flag && (su=(struct skill_unit *)sd->state.glorywounds_flag) && (sg=su->group) && sg->src_id == sd->bl.id) { skill_unit_move_unit_group(sg,sd->bl.m,(x - sd->bl.x),(y - sd->bl.y)); } if (sd->state.soulcold_flag && (su=(struct skill_unit *)sd->state.soulcold_flag) && (sg=su->group) && sg->src_id == sd->bl.id) { skill_unit_move_unit_group(sg,sd->bl.m,(x - sd->bl.x),(y - sd->bl.y)); } if (sd->state.hawkeyes_flag && (su=(struct skill_unit *)sd->state.hawkeyes_flag) && (sg=su->group) && sg->src_id == sd->bl.id) { skill_unit_move_unit_group(sg,sd->bl.m,(x - sd->bl.x),(y - sd->bl.y)); } } return 0; } /*========================================== * ? 行停止 *------------------------------------------ */ int pc_stop_walking(struct map_session_data *sd,int type) { nullpo_retr(0, sd); if(sd->walktimer != -1) { delete_timer(sd->walktimer,pc_walk); sd->walktimer=-1; } sd->walkpath.path_len=0; sd->to_x = sd->bl.x; sd->to_y = sd->bl.y; if(type&0x01) clif_fixpos(&sd->bl); if(type&0x02 && battle_config.pc_damage_delay) { unsigned int tick = gettick(); int delay = status_get_dmotion(&sd->bl); if(sd->canmove_tick < tick) sd->canmove_tick = tick + delay; } return 0; } /*========================================== * Random walk *------------------------------------------ */ int pc_randomwalk(struct map_session_data *sd,int tick) { const int retrycount = 20; nullpo_retr(0, sd); if(DIFF_TICK(sd->next_walktime,tick)<0){ int i,x,y,d; d = rand()%7+5; for(i=0;ibl.x+r%(d*2+1)-d; y=sd->bl.y+r/(d*2+1)%(d*2+1)-d; if((map_getcell(sd->bl.m,x,y,CELL_CHKPASS)) && pc_walktoxy(sd,x,y)==0) break; } // Working on this part later [celest] /*for(i=c=0;iwalkpath.path_len;i++){ // The next walk start time is calculated. if(sd->walkpath.path[i]&1) c+=sd->speed*14/10; else c+=sd->speed; } sd->next_walktime = (d=tick+rand()%3000+c); return d;*/ return 1; } return 0; } /*========================================== * *------------------------------------------ */ int pc_movepos(struct map_session_data *sd,int dst_x,int dst_y) { int moveblock; int dx,dy; int tick = gettick(); struct walkpath_data wpd; nullpo_retr(0, sd); if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,dst_x,dst_y,0)) return 1; sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x,dst_y); dx = dst_x - sd->bl.x; dy = dst_y - sd->bl.y; moveblock = ( sd->bl.x/BLOCK_SIZE != dst_x/BLOCK_SIZE || sd->bl.y/BLOCK_SIZE != dst_y/BLOCK_SIZE); map_foreachinmovearea(clif_pcoutsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,dx,dy,0,sd); skill_unit_move(&sd->bl,tick,0); if(moveblock) map_delblock(&sd->bl); sd->bl.x = dst_x; sd->bl.y = dst_y; if(moveblock) map_addblock(&sd->bl); skill_unit_move(&sd->bl,tick,1); map_foreachinmovearea(clif_pcinsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,0,sd); if(sd->status.party_id>0){ // パ?ティのHP情報通知?査 struct party *p=party_search(sd->status.party_id); if(p!=NULL){ int flag=0; map_foreachinmovearea(party_send_hp_check,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&flag); if(flag) sd->party_hp=-1; } } if(sd->status.option&4) // クロ?キングの消滅?査 skill_check_cloaking(&sd->bl); 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); nullpo_retr(0, sd->sc_data); if(!(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<status.weapon)) && sd->sc_data[SC_TWOHANDQUICKEN].timer!=-1) { // 2HQ status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1); // 2HQを解除 return -1; } if(!(skill_get_weapontype(LK_AURABLADE)&(1<status.weapon)) && sd->sc_data[SC_AURABLADE].timer!=-1) { /* オ?ラブレ?ド */ status_change_end(&sd->bl,SC_AURABLADE,-1); /* オ?ラブレ?ドを解除 */ return -1; } if(!(skill_get_weapontype(LK_PARRYING)&(1<status.weapon)) && sd->sc_data[SC_PARRYING].timer!=-1) { /* パリイング */ status_change_end(&sd->bl,SC_PARRYING,-1); /* パリイングを解除 */ return -1; } if(!(skill_get_weapontype(LK_CONCENTRATION)&(1<status.weapon)) && sd->sc_data[SC_CONCENTRATION].timer!=-1) { /* コンセントレ?ション */ status_change_end(&sd->bl,SC_CONCENTRATION,-1); /* コンセントレ?ションを解除 */ return -1; } if(!(skill_get_weapontype(CR_SPEARQUICKEN)&(1<status.weapon)) && sd->sc_data[SC_SPEARSQUICKEN].timer!=-1){ // スピアクィッケン status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1); // スピアクイッケンを解除 return -1; } if(!(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon)) && sd->sc_data[SC_ADRENALINE].timer!=-1){ // アドレナリンラッシュ status_change_end(&sd->bl,SC_ADRENALINE,-1); // アドレナリンラッシュを解除 return -1; } if(sd->status.shield <= 0) { if(sd->sc_data[SC_AUTOGUARD].timer!=-1){ // オ?トガ?ド status_change_end(&sd->bl,SC_AUTOGUARD,-1); return -1; } if(sd->sc_data[SC_DEFENDER].timer!=-1){ // ディフェンダ? status_change_end(&sd->bl,SC_DEFENDER,-1); return -1; } if(sd->sc_data[SC_REFLECTSHIELD].timer!=-1){ //リフレクトシ?ルド status_change_end(&sd->bl,SC_REFLECTSHIELD,-1); return -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; //?生や養子の場合の元の職業を算出する //if(b_class < MAX_PC_CLASS){ //通常 if(b_class < 4001){ bj.job = b_class; bj.upper = 0; }else if(b_class >= 4001 && b_class < 4023){ //?生職 // Athena almost never uses this... well, used this. :3 bj.job = b_class - 4001; bj.upper = 1; //}else if(b_class == 23 + 4023 -1){ //養子スパノビ }else if(b_class == 4045){ // super baby //bj.job = b_class - (4023 - 1); bj.job = 23; bj.upper = 2; }else{ //養子スパノビ以外の養子 bj.job = b_class - 4023; bj.upper = 2; } if(battle_config.enable_upper_class==0){ //confで無?になっていたらupper=0 bj.upper = 0; } if(bj.job == 0){ bj.type = 0; }else if(bj.job < 7){ bj.type = 1; }else{ bj.type = 2; } return bj; } /*========================================== * For quick calculating [Celest] *------------------------------------------ */ int pc_calc_base_job2 (int b_class) { if(b_class < 4001) return b_class; else if(b_class >= 4001 && b_class < 4023) return b_class - 4001; else if(b_class == 4045) return 23; return b_class - 4023; } int pc_calc_upper(int b_class) { if(b_class < 4001) return 0; else if(b_class >= 4001 && b_class < 4023) return 1; return 2; } /*========================================== * 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; struct status_change *sc_data; short *opt; int dist,skill,range; sd=map_id2sd(id); if(sd == NULL) return 0; sd->idletime = tick_; if(sd->attacktimer != tid){ if(battle_config.error_log) printf("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; if(bl->type == BL_PC) { if (pc_isdead((struct map_session_data *)bl)) return 0; else if (pc_ishiding((struct map_session_data *)bl)) 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 || pc_isdead(sd)) return 0; //if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16388) // 異常などで攻?できない if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16384) // 異常などで攻?できない return 0; if (sd->sc_count) { if(sd->sc_data[SC_AUTOCOUNTER].timer != -1) return 0; if(sd->sc_data[SC_BLADESTOP].timer != -1) return 0; } //if((opt = status_get_option(bl)) != NULL && *opt&0x46) if((opt = status_get_option(bl)) != NULL && *opt&0x42) return 0; if(((sc_data = status_get_sc_data(bl)) != NULL && sc_data[SC_TRICKDEAD].timer != -1) || ((sc_data = status_get_sc_data(bl)) != NULL && sc_data[SC_BASILICA].timer != -1 )) return 0; if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) <= 0) return 0; if(!battle_config.sdelay_attack_enable && pc_checkskill(sd,SA_FREECAST) <= 0) { if(DIFF_TICK(tick , sd->canact_tick) < 0) { clif_skill_fail(sd,1,4,0); return 0; } } dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y); range = sd->attackrange; if(sd->status.weapon != 11) range++; if( dist > range ){ // ? かないので移動 if(pc_can_reach(sd,bl->x,bl->y)) clif_movetoattack(sd,bl); return 0; } if(dist <= range && !battle_check_range(&sd->bl,bl,range) ) { if(pc_can_reach(sd,bl->x,bl->y) && sd->canmove_tick < tick && (sd->sc_data[SC_ANKLE].timer == -1 || sd->sc_data[SC_SPIDERWEB].timer == -1)) pc_walktoxy(sd,bl->x,bl->y); sd->attackabletime = tick + (sd->aspd<<1); } else { if(battle_config.pc_attack_direction_change) sd->dir=sd->head_dir=map_calc_dir(&sd->bl, bl->x,bl->y ); // 向き設定 if(sd->walktimer != -1) pc_stop_walking(sd,1); if(sd->sc_data[SC_COMBO].timer == -1) { map_freeblock_lock(); pc_stop_walking(sd,0); sd->attacktarget_lv = battle_weapon_attack(&sd->bl,bl,tick,0); // &2 = ? - Celest 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); } else if(sd->attackabletime <= tick) { 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->attackabletime <= tick) sd->attackabletime = tick + (battle_config.max_aspd<<1); } if(sd->state.attack_continue) { sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0); } 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; int d; nullpo_retr(0, sd); bl=map_id2bl(target_id); if(bl==NULL) return 1; sd->idletime = tick_; if(bl->type==BL_NPC) { // monster npcs [Valaris] //npc_click(sd,RFIFOL(sd->fd,2)); npc_click(sd,target_id); // submitted by leinsirk10 [Celest] return 0; } if(battle_check_target(&sd->bl,bl,BCT_ENEMY) <= 0) return 1; if(sd->attacktimer != -1) pc_stopattack(sd); sd->attacktarget=target_id; sd->state.attack_continue=type; d=DIFF_TICK(sd->attackabletime,gettick()); if(d>0 && d<2000){ // 攻?delay中 sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0); } else { // 本?timer??なので引?を合わせる 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, *bl; sd=map_id2sd(id); if(sd == NULL || sd->followtimer != tid || pc_isdead(sd)) return 0; sd->followtimer=-1; do { if(sd->bl.prev == NULL) break; bl=(struct map_session_data *) map_id2bl(sd->followtarget); if(bl==NULL) return 0; if(bl->bl.prev == NULL) break; if(bl->bl.type == BL_PC && pc_isdead((struct map_session_data *)bl)) return 0; if (sd->skilltimer == -1 && sd->attacktimer == -1 && sd->walktimer == -1) { if((sd->bl.m == bl->bl.m) && pc_can_reach(sd,bl->bl.x,bl->bl.y)) { if (distance(sd->bl.x,sd->bl.y,bl->bl.x,bl->bl.y) > 5) pc_walktoxy(sd,bl->bl.x,bl->bl.y); } else pc_setpos((struct map_session_data*)sd, bl->mapname, bl->bl.x, bl->bl.y, 3); } } while (0); sd->followtimer=add_timer(tick + sd->aspd,pc_follow_timer,sd->bl.id,0); return 0; } int pc_follow(struct map_session_data *sd,int target_id) { struct block_list *bl; bl=map_id2bl(target_id); if(bl==NULL) return 1; sd->followtarget=target_id; if(sd->followtimer != -1) { delete_timer(sd->followtimer,pc_follow_timer); sd->followtimer = -1; } pc_follow_timer(-1,gettick(),sd->bl.id,0); return 0; } int pc_checkbaselevelup(struct map_session_data *sd) { int next = pc_nextbaseexp(sd); nullpo_retr(0, sd); if(sd->status.base_exp >= next && next > 0){ struct pc_base_job s_class = pc_calc_base_job(sd->status.class_); // base側レベルアップ?理 sd->status.base_exp -= next; sd->status.base_level ++; 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(s_class.job == 23){ 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); //レベルアップしたのでパ?ティ?情報を更新する //(公平範?チェック) party_send_movemap(sd); 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); return 1; } return 0; } /*========================================== * ??値取得 *------------------------------------------ */ int pc_gainexp(struct map_session_data *sd,int base_exp,int job_exp) { char output[256]; nullpo_retr(0, sd); if(sd->bl.prev == NULL || pc_isdead(sd)) return 0; if((battle_config.pvp_exp == 0) && map[sd->bl.m].flag.pvp) // [MouseJstr] return 0; // no exp on pvp maps if(sd->sc_data[SC_RICHMANKIM].timer != -1) { // added bounds checking [Vaalris] base_exp += base_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100; job_exp += job_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100; } if(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; } 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(battle_config.disp_experience){ sprintf(output, "Experienced Gained Base:%d Job:%d",base_exp,job_exp); clif_disp_onlyself(sd,output,strlen(output)); } return 0; } /*========================================== * base level側必要??値計算 *------------------------------------------ */ int pc_nextbaseexp(struct map_session_data *sd) { int i; nullpo_retr(0, sd); if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0) return 0; if(sd->status.class_==0) i=0; else if(sd->status.class_<=6) i=1; else if(sd->status.class_<=22) i=2; else if(sd->status.class_==23) i=3; else if(sd->status.class_==4001) i=4; else if(sd->status.class_<=4007) i=5; else i=6; 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; if(sd->status.class_==0) i=7; else if(sd->status.class_<=6) i=8; else if(sd->status.class_<=22) i=9; else if(sd->status.class_==23) i=10; else if(sd->status.class_==4001) i=11; else if(sd->status.class_<=4007) i=12; else i=13; 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; if(sd->status.class_==0) i=0; else if(sd->status.class_<=6) i=1; else if(sd->status.class_<=22) i=2; else if(sd->status.class_==23) i=3; else if(sd->status.class_==4001) i=4; else if(sd->status.class_<=4007) i=5; else i=6; return exp_table[i][sd->status.base_level]; } /*========================================== * job level after next [Valaris] *------------------------------------------ */ int pc_nextjobafter(struct map_session_data *sd) { int i; nullpo_retr(0, sd); if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0) return 0; if(sd->status.class_==0) i=7; else if(sd->status.class_<=6) i=8; else if(sd->status.class_<=22) i=9; else if(sd->status.class_==23) i=10; else if(sd->status.class_==4001) i=11; else if(sd->status.class_<=4007) i=12; else i=13; 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_calc_upper(sd->status.class_)==2) ? 80 : battle_config.max_parameter; 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) { nullpo_retr(0, sd); if(typeSP_LUK){ clif_statusupack(sd,type,0,0); return 1; } switch(type){ case SP_STR: if(sd->status.str + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.str + val < 1) val = 1; else val += sd->status.str; sd->status.str = val; break; case SP_AGI: if(sd->status.agi + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.agi + val < 1) val = 1; else val += sd->status.agi; sd->status.agi = val; break; case SP_VIT: if(sd->status.vit + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.vit + val < 1) val = 1; else val += sd->status.vit; sd->status.vit = val; break; case SP_INT: if(sd->status.int_ + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.int_ + val < 1) val = 1; else val += sd->status.int_; sd->status.int_ = val; break; case SP_DEX: if(sd->status.dex + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.dex + val < 1) val = 1; else val += sd->status.dex; sd->status.dex = val; break; case SP_LUK: if(sd->status.luk + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.luk + val < 1) val = 1; else val = sd->status.luk + val; sd->status.luk = val; break; } clif_updatestatus(sd,type-SP_STR+SP_USTR); clif_updatestatus(sd,type); 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; int c=0, s=0; //?生や養子の場合の元の職業を算出する struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class_); c = s_class.job; s = (s_class.upper==1) ? 1 : 0 ; //?生以外は通常のスキル? 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=1;i<158;i++) sd->status.skill[i].lv=skill_get_max(i); for(i=210;i<291;i++) sd->status.skill[i].lv=skill_get_max(i); for(i=304;i<338;i++){ if(i==331) continue; sd->status.skill[i].lv=skill_get_max(i); } if(battle_config.enable_upper_class){ //confで無?でなければ?み?む for(i=355;i<411;i++) sd->status.skill[i].id=i; for(i=475;i<480;i++) sd->status.skill[i].id=i; } } else { for(i=0;(id=skill_tree[s][c][i].id)>0;i++){ if(sd->status.skill[id].id==0 && (!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn) ) { sd->status.skill[id].id = id; // celest // sd->status.skill[id].lv=skill_get_max(id); 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_ == 4001) 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); } clif_skillinfoblock(sd); status_calc_pc(sd,0); return 0; } /*========================================== * /resetstate *------------------------------------------ */ int pc_resetstate(struct map_session_data* sd) { #define sumsp(a) ((a)*((a-2)/10+2) - 5*((a-2)/10)*((a-2)/10) - 6*((a-2)/10) -2) // int add=0; // Removed by Dexity int lv; nullpo_retr(0, sd); // allow it to just read the last entry [celest] lv = sd->status.base_level < MAX_LEVEL ? sd->status.base_level : MAX_LEVEL - 1; // New statpoint table used here - Dexity sd->status.status_point = statp[lv]; if(sd->status.class_ >= 4001 && sd->status.class_ <= 4024) sd->status.status_point+=52; // extra 52+48=100 stat points // End addition // Removed by Dexity - old count // add += sumsp(sd->status.str); // add += sumsp(sd->status.agi); // add += sumsp(sd->status.vit); // add += sumsp(sd->status.int_); // add += sumsp(sd->status.dex); // add += sumsp(sd->status.luk); // sd->status.status_point+=add; clif_updatestatus(sd,SP_STATUSPOINT); sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition status_calc_pc(sd,0); return 0; } /*========================================== * /resetskill *------------------------------------------ */ int pc_resetskill(struct map_session_data* sd) { int i,skill; nullpo_retr(0, sd); for(i=1;i= 10000 ) ? pc_checkskill(sd,i) : sd->status.skill[i].lv; if( skill > 0) { if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) { 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) 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; } /*========================================== * 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; struct pc_base_job s_class; nullpo_retr(0, sd); //?生や養子の場合の元の職業を算出する s_class = pc_calc_base_job(sd->status.class_); // ?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 && sd->sc_data[SC_BERSERK].timer == -1 && !sd->special_state.infinite_endure) pc_stop_walking(sd,3); else if(sd->sc_data[SC_ENDURE].timer != -1 && (src != NULL && src->type==BL_MOB) && (--sd->sc_data[SC_ENDURE].val2) <= 0) status_change_end(&sd->bl, SC_ENDURE, -1); } else pc_stop_walking(sd,3); // 演奏/ダンスの中? if(damage > sd->status.max_hp>>2) skill_stop_dancing(&sd->bl,0); sd->status.hp-=damage; 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&2) status_change_end(&sd->bl, SC_HIDING, -1); if(sd->status.option&4) status_change_end(&sd->bl, SC_CLOAKING, -1); if(sd->status.option&16386) status_change_end(&sd->bl, SC_CHASEWALK, -1); if(sd->status.hp>0){ // まだ生きているならHP更新 clif_updatestatus(sd,SP_HP); //if(sd->status.hpstatus.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>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(); if(sd->status.party_id>0) { // on-the-fly party hp updates [Valaris] struct party *p=party_search(sd->status.party_id); if(p!=NULL) clif_party_hp(p,sd); } // end addition [Valaris] return 0; } sd->status.hp = 0; //pc_setdead(sd); if(sd->vender_id) vending_closevending(sd); if(sd->status.pet_id > 0 && sd->pd) { 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); } } pc_stop_walking(sd,0); skill_castcancel(&sd->bl,0); // 詠唱の中止 clif_clearchar_area(&sd->bl,1); pc_setdead(sd); skill_unit_move(&sd->bl,gettick(),0); if(sd->sc_data[SC_BLADESTOP].timer!=-1)//白刃は事前に解除 status_change_end(&sd->bl,SC_BLADESTOP,-1); pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンタ?書き?み 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); if (src && src->type == BL_PC) { if (sd->state.event_death) pc_setglobalreg(sd,"killerrid",((struct map_session_data *)src)->status.account_id); if (((struct map_session_data *)src)->state.event_kill) { 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 sprintf (tmp_output, "Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.kill_event_name); ShowStatus(tmp_output); } } } if (sd->state.event_death) { 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 sprintf (tmp_output, "Event '"CL_WHITE"%s"CL_RESET"' executed.\n", script_config.die_event_name); ShowStatus(tmp_output); } } 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=7005; item_tmp.identify=1; item_tmp.card[0]=0x00fe; item_tmp.card[1]=0; *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */ 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 (s_class.job == 23) { 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->dev.val1[i]){ status_change_end(&map_id2sd(sd->dev.val1[i])->bl,SC_DEVOTION,-1); sd->dev.val1[i] = sd->dev.val2[i]=0; } if(battle_config.death_penalty_type>0) { // changed penalty options, added death by player if pk_mode [Valaris] if(sd->status.class_ != 0 && !map[sd->bl.m].flag.nopenalty && !map[sd->bl.m].flag.gvg){ // only novices will recieve no penalty if(battle_config.death_penalty_type==1 && battle_config.death_penalty_base > 0) sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000; if(battle_config.pk_mode && src && src->type==BL_PC) sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000; else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_base > 0) { if(pc_nextbaseexp(sd) > 0) sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000; if(battle_config.pk_mode && src && src->type==BL_PC) sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000; } if(sd->status.base_exp < 0) sd->status.base_exp = 0; clif_updatestatus(sd,SP_BASEEXP); if(battle_config.death_penalty_type==1 && battle_config.death_penalty_job > 0) sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000; if(battle_config.pk_mode && src && src->type==BL_PC) sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000; else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_job > 0) { if(pc_nextjobexp(sd) > 0) sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000; if(battle_config.pk_mode && src && src->type==BL_PC) sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000; } if(sd->status.job_exp < 0) sd->status.job_exp = 0; clif_updatestatus(sd,SP_JOBEXP); } } // monster level up [Valaris] if(battle_config.mobs_level_up && 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(md && md->state.state!=MS_DEAD && md->level < 99) { clif_misceffect(&md->bl,0); md->level++; md->hp+=sd->status.max_hp*.1; } } //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; if(src && src->type==BL_PC ) ((struct map_session_data *)src)->pvp_point++; //} //fixed wrong '{' placement by Lupus pc_setdead(sd); } // ?制送還 if( sd->pvp_point < 0 ){ sd->pvp_point=0; pc_setstand(sd); pc_setrestartvalue(sd,3); pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0); } } //GvG if(map[sd->bl.m].flag.gvg){ 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; } // // 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; struct pc_base_job s_class; s_class = pc_calc_base_job(sd->status.class_); nullpo_retr(0, sd); switch(type){ case SP_SKILLPOINT: val= sd->status.skill_point; break; case SP_STATUSPOINT: val= sd->status.status_point; break; case SP_ZENY: val= sd->status.zeny; break; case SP_BASELEVEL: val= sd->status.base_level; break; case SP_JOBLEVEL: val= sd->status.job_level; break; case SP_CLASS: if(val>=24 && val < 45) val+=3978; else val= sd->status.class_; break; case SP_BASEJOB: val= s_class.job; break; case SP_UPPER: val= s_class.upper; break; case SP_SEX: val= sd->sex; break; case SP_WEIGHT: val= sd->weight; break; case SP_MAXWEIGHT: val= sd->max_weight; break; case SP_BASEEXP: val= sd->status.base_exp; break; case SP_JOBEXP: val= sd->status.job_exp; break; case SP_NEXTBASEEXP: val= pc_nextbaseexp(sd); break; case SP_NEXTJOBEXP: val= pc_nextjobexp(sd); break; case SP_HP: val= sd->status.hp; break; case SP_MAXHP: val= sd->status.max_hp; break; case SP_SP: val= sd->status.sp; break; case SP_MAXSP: val= sd->status.max_sp; break; case SP_STR: val= sd->status.str; break; case SP_AGI: val= sd->status.agi; break; case SP_VIT: val= sd->status.vit; break; case SP_INT: val= sd->status.int_; break; case SP_DEX: val= sd->status.dex; break; case SP_LUK: val= sd->status.luk; break; case SP_KARMA: // celest val = sd->status.karma; break; case SP_MANNER: val = sd->status.manner; break; case SP_FAME: val= sd->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 = 50; struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class_); switch(type){ case SP_BASELEVEL: if (val > sd->status.base_level) { for (i = 1; i <= (val - sd->status.base_level); i++) sd->status.status_point += (sd->status.base_level + i + 14) / 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 (s_class.job == 0) up_level -= 40; // super novices can go up to 99 [celest] else if (s_class.job == 23) up_level += 49; else if (sd->status.class_ >= 4008 && sd->status.class_ <= 4022) up_level += 20; if (val >= sd->status.job_level) { if (val > up_level)val = up_level; sd->status.skill_point += (val-sd->status.job_level); sd->status.job_level = val; sd->status.job_exp = 0; clif_updatestatus(sd, SP_JOBLEVEL); clif_updatestatus(sd, SP_NEXTJOBEXP); clif_updatestatus(sd, SP_JOBEXP); clif_updatestatus(sd, SP_SKILLPOINT); 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 { 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->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.party_id>0) { // on-the-fly party hp updates [Valaris] struct party *p=party_search(sd->status.party_id); if(p!=NULL) clif_party_hp(p,sd); } // end addition [Valaris] return hp + sp; } /*========================================== * HP/SP回復 *------------------------------------------ */ int pc_itemheal(struct map_session_data *sd,int hp,int sp) { int bonus; // if(battle_config.battle_log) // printf("heal %d %d\n",hp,sp); nullpo_retr(0, sd); if(sd->sc_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(sd->state.potionpitcher_flag) { sd->potion_hp = hp; sd->potion_sp = sp; return 0; } if(pc_checkoverhp(sd)) { if(hp > 0) hp = 0; } if(pc_checkoversp(sd)) { if(sp > 0) sp = 0; } if(hp > 0) { bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10; if(bonus != 100) hp = hp * bonus / 100; bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; if(bonus != 100) hp = hp * bonus / 100; } if(sp > 0) { bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10; if(bonus != 100) sp = sp * bonus / 100; bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; if(bonus != 100) sp = sp * bonus / 100; } if(hp+sd->status.hp>sd->status.max_hp) hp=sd->status.max_hp-sd->status.hp; if(sp+sd->status.sp>sd->status.max_sp) sp=sd->status.max_sp-sd->status.sp; sd->status.hp+=hp; if(sd->status.hp <= 0) { sd->status.hp = 0; pc_damage(NULL,sd,1); hp = 0; } sd->status.sp+=sp; if(sd->status.sp <= 0) sd->status.sp = 0; if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); return 0; } /*========================================== * HP/SP回復 *------------------------------------------ */ int pc_percentheal(struct map_session_data *sd,int hp,int sp) { nullpo_retr(0, sd); if(sd->state.potionpitcher_flag) { sd->potion_per_hp = hp; sd->potion_per_sp = sp; return 0; } if(pc_checkoverhp(sd)) { if(hp > 0) hp = 0; } if(pc_checkoversp(sd)) { if(sp > 0) sp = 0; } if(hp) { if(hp >= 100) { sd->status.hp = sd->status.max_hp; } else if(hp <= -100) { sd->status.hp = 0; pc_damage(NULL,sd,1); } else { sd->status.hp += sd->status.max_hp*hp/100; if(sd->status.hp > sd->status.max_hp) sd->status.hp = sd->status.max_hp; if(sd->status.hp <= 0) { sd->status.hp = 0; pc_damage(NULL,sd,1); hp = 0; } } } if(sp) { if(sp >= 100) { sd->status.sp = sd->status.max_sp; } else if(sp <= -100) { sd->status.sp = 0; } else { sd->status.sp += sd->status.max_sp*sp/100; if(sd->status.sp > sd->status.max_sp) sd->status.sp = sd->status.max_sp; if(sd->status.sp < 0) sd->status.sp = 0; } } if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); return 0; } /*========================================== * 職?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 (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 < 23) { if (upper == 1) b_class += 4001; else if (upper == 2) //養子に結婚はないけどどうせ次で蹴られるからいいや b_class += 4023; } else if (job == 23) { 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 += 4022; } else if (job > 23 && job < 69) { b_class += 3977; } else if ((job >= 69 && job < 4001) || (job > 4045)) return 1; job = pc_calc_base_job2 (b_class); // check base class [celest] if((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) || // not needed [celest] //(sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) || job == 22 || sd->status.class_ == b_class) //♀はバ?ドになれない、♂はダンサ?になれない、結婚衣裳もお?り return 1; // check if we are changing from 1st to 2nd job if (job >= 7 && job <= 21) { if (s_class.job > 0 && s_class.job < 7) 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->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(sd->status.clothes_color > 0) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color); if(battle_config.muting_players && sd->status.manner < 0) clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner); status_calc_pc(sd,0); pc_checkallowskill(sd); pc_equiplookall(sd); clif_equiplist(sd); if(pc_isriding(sd)) { // remove peco status if changing into invalid class [Valaris] if(!(pc_checkskill(sd,KN_RIDING))) pc_setoption(sd,sd->status.option|-0x0000); if(pc_checkskill(sd,KN_RIDING)>0) pc_setriding(sd); } return 0; } /*========================================== * 見た目?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: sd->status.hair=val; break; case LOOK_WEAPON: sd->status.weapon=val; break; case LOOK_HEAD_BOTTOM: sd->status.head_bottom=val; break; case LOOK_HEAD_TOP: sd->status.head_top=val; break; case LOOK_HEAD_MID: sd->status.head_mid=val; break; case LOOK_HAIR_COLOR: sd->status.hair_color=val; break; case LOOK_CLOTHES_COLOR: sd->status.clothes_color=val; break; case LOOK_SHIELD: sd->status.shield=val; break; case LOOK_SHOES: break; } clif_changelook(&sd->bl,type,val); return 0; } /*========================================== * 付?品(鷹,ペコ,カ?ト)設定 *------------------------------------------ */ int pc_setoption(struct map_session_data *sd,int type) { nullpo_retr(0, sd); sd->status.option=type; clif_changeoption(&sd->bl); 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}; nullpo_retr(0, sd); 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,cart[type]); clif_cart_itemlist(sd); clif_cart_equiplist(sd); clif_updatestatus(sd,SP_CARTINFO); clif_status_change(&sd->bl,0x0c,0); } else{ pc_setoption(sd,cart[type]); } } return 0; } /*========================================== * 鷹設定 *------------------------------------------ */ int pc_setfalcon(struct map_session_data *sd) { if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリ?スキル所持 pc_setoption(sd,sd->status.option|0x0010); } return 0; } /*========================================== * ペコペコ設定 *------------------------------------------ */ int pc_setriding(struct map_session_data *sd) { if(sd->disguise > 0) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris] clif_displaymessage(sd->fd, "Cannot mount a Peco while in disguise."); return 0; } if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持 pc_setoption(sd,sd->status.option|0x0020); if(sd->status.class_==7) sd->status.class_=sd->view_class=13; if(sd->status.class_==14) sd->status.class_=sd->view_class=21; if(sd->status.class_==4008) sd->status.class_=sd->view_class=4014; if(sd->status.class_==4015) sd->status.class_=sd->view_class=4022; } 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; if((level=pc_isGM(sd))>0 && level < battle_config.gm_can_drop_lv) // search only once [Celest] return 1; return 0; } /*========================================== * 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); if (sd->reg == NULL){ printf("out of memory : pc_setreg\n"); exit(1); } /* memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0, sizeof(*(sd->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)){ printf("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){ printf("out of memory : pc_setreg\n"); exit(1); } /* memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0, sizeof(*(sd->reg))); */ sd->regstr[i].index=reg; strcpy(sd->regstr[i].data,str); return 0; } /*========================================== * script用グロ?バル??の値を?む *------------------------------------------ */ int pc_readglobalreg(struct map_session_data *sd,char *reg) { int i; nullpo_retr(0, sd); for(i=0;istatus.global_reg_num;i++){ if(strcmp(sd->status.global_reg[i].str,reg)==0) return sd->status.global_reg[i].value; } return 0; } /*========================================== * script用グロ?バル??の値を設定 *------------------------------------------ */ int pc_setglobalreg(struct map_session_data *sd,char *reg,int val) { int i; nullpo_retr(0, sd); //PC_DIE_COUNTERがスクリプトなどで?更された暫フ?理 if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){ sd->die_counter = val; status_calc_pc(sd,0); } 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; } if(val==0){ for(i=0;istatus.global_reg_num;i++){ if(strcmp(sd->status.global_reg[i].str,reg)==0){ sd->status.global_reg[i]=sd->status.global_reg[sd->status.global_reg_num-1]; sd->status.global_reg_num--; break; } } return 0; } for(i=0;istatus.global_reg_num;i++){ if(strcmp(sd->status.global_reg[i].str,reg)==0){ sd->status.global_reg[i].value=val; return 0; } } if(sd->status.global_reg_numstatus.global_reg[i].str,reg); sd->status.global_reg[i].value=val; sd->status.global_reg_num++; return 0; } if(battle_config.error_log) printf("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n", reg, GLOBAL_REG_NUM); return 1; } /*========================================== * script用アカウント??の値を?む *------------------------------------------ */ int pc_readaccountreg(struct map_session_data *sd,char *reg) { int i; nullpo_retr(0, sd); for(i=0;istatus.account_reg_num;i++){ if(strcmp(sd->status.account_reg[i].str,reg)==0) return sd->status.account_reg[i].value; } return 0; } /*========================================== * script用アカウント??の値を設定 *------------------------------------------ */ int pc_setaccountreg(struct map_session_data *sd,char *reg,int val) { int i; nullpo_retr(0, sd); if (sd->status.account_reg_num == -1) { if(battle_config.error_log) printf("pc_setaccountreg : refusing to set until vars are received\n"); return 1; } if(val==0){ for(i=0;istatus.account_reg_num;i++){ if(strcmp(sd->status.account_reg[i].str,reg)==0){ sd->status.account_reg[i]=sd->status.account_reg[sd->status.account_reg_num-1]; sd->status.account_reg_num--; break; } } intif_saveaccountreg(sd); return 0; } for(i=0;istatus.account_reg_num;i++){ if(strcmp(sd->status.account_reg[i].str,reg)==0){ sd->status.account_reg[i].value=val; intif_saveaccountreg(sd); return 0; } } if(sd->status.account_reg_numstatus.account_reg[i].str,reg); sd->status.account_reg[i].value=val; sd->status.account_reg_num++; intif_saveaccountreg(sd); return 0; } if(battle_config.error_log) printf("pc_setaccountreg : couldn't set %s (ACCOUNT_REG_NUM = %d)\n", reg, ACCOUNT_REG_NUM); return 1; } /*========================================== * script用アカウント??2の値を?む *------------------------------------------ */ int pc_readaccountreg2(struct map_session_data *sd,char *reg) { int i; nullpo_retr(0, sd); for(i=0;istatus.account_reg2_num;i++){ if(strcmp(sd->status.account_reg2[i].str,reg)==0) return sd->status.account_reg2[i].value; } return 0; } /*========================================== * script用アカウント??2の値を設定 *------------------------------------------ */ int pc_setaccountreg2(struct map_session_data *sd,char *reg,int val) { int i; nullpo_retr(1, sd); if(val==0){ for(i=0;istatus.account_reg2_num;i++){ if(strcmp(sd->status.account_reg2[i].str,reg)==0){ sd->status.account_reg2[i]=sd->status.account_reg2[sd->status.account_reg2_num-1]; sd->status.account_reg2_num--; break; } } chrif_saveaccountreg2(sd); return 0; } for(i=0;istatus.account_reg2_num;i++){ if(strcmp(sd->status.account_reg2[i].str,reg)==0){ sd->status.account_reg2[i].value=val; chrif_saveaccountreg2(sd); return 0; } } if(sd->status.account_reg2_numstatus.account_reg2[i].str,reg); sd->status.account_reg2[i].value=val; sd->status.account_reg2_num++; chrif_saveaccountreg2(sd); return 0; } if(battle_config.error_log) printf("pc_setaccountreg2 : couldn't set %s (ACCOUNT_REG2_NUM = %d)\n", reg, ACCOUNT_REG2_NUM); return 1; } /*========================================== * 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;ieventtimer[i]==tid ){ sd->eventtimer[i]=-1; npc_event(sd,p,0); break; } } aFree(p); if(i==MAX_EVENTTIMER) { if(battle_config.error_log) printf("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(strcmp(p, name)==0) { delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i]=-1; sd->eventcount--; free(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; free(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) printf("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 || pc_calc_base_job2(sd->status.class_) == 12) ) // 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); if(sd->sc_data[SC_DANCING].timer!=-1 && (sd->status.weapon != 13 && sd->status.weapon !=14)) skill_stop_dancing(&sd->bl,0); } 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) { 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) printf("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip); if(sd->status.inventory[n].equip){ int i; for(i=0;i<11;i++) { if(sd->status.inventory[n].equip & equip_pos[i]) sd->equip_index[i] = -1; } if(sd->status.inventory[n].equip & 0x0002) { sd->weapontype1 = 0; sd->status.weapon = sd->weapontype2; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); } 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); if(sd->sc_count) { if (sd->sc_data[SC_BROKNWEAPON].timer != -1 && sd->status.inventory[n].equip & 0x0002 && sd->status.inventory[n].attribute == 1) status_change_end(&sd->bl,SC_BROKNWEAPON,-1); if(sd->sc_data[SC_BROKNARMOR].timer != -1 && sd->status.inventory[n].equip & 0x0010 && sd->status.inventory[n].attribute == 1) status_change_end(&sd->bl,SC_BROKNARMOR,-1); } 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_encchant_eremental_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 (sd->unequip_damage > 0) { short dmg = sd->unequip_damage; if (dmg > sd->status.hp) dmg = sd->status.hp; pc_heal(sd,-dmg,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); } 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); // 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) printf("illeagal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name); pc_delitem(sd,i,sd->status.inventory[i].amount,3); continue; } if(i>j){ memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item)); sd->inventory_data[j] = sd->inventory_data[i]; } j++; } if(j < MAX_INVENTORY) memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j)); for(k=j;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) printf("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name); pc_cart_delitem(sd,i,sd->status.cart[i].amount,1); continue; } if(i>j){ memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item)); } j++; } if(j < MAX_CART) memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j)); // ? 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 && (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[sd->bl.m].flag.gvg && (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_foreachinarea(pc_calc_pvprank_sub,sd->bl.m,0,0,m->xs,m->ys,BL_PC,sd); if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users) clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0); return sd->pvp_rank; } /*========================================== * PVP順位計算(timer) *------------------------------------------ */ 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 || pc_calc_upper(sd->status.class_)==2) 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=NULL; if(sd == NULL || !pc_ismarried(sd)) return -1; if( (p_sd=map_nick2sd(map_charid2nick(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){ printf("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;istatus.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F) pc_delitem(sd,i,1,0); for(i=0;istatus.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F) pc_delitem(p_sd,i,1,0); }else{ printf("pc_divorce: p_sd nullpo\n"); 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; return p_sd; } // // 自然回復物 // /*========================================== * SP回復量計算 *------------------------------------------ */ static int natural_heal_tick,natural_heal_prev_tick,natural_heal_diff_tick; static int pc_spheal(struct map_session_data *sd) { int a, skill; struct guild_castle *gc = NULL; nullpo_retr(0, sd); a = natural_heal_diff_tick; 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; } if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG] a += a*skill*3/100; gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris] if(gc) { struct guild *g; g=guild_search(sd->status.guild_id); if(g && g->guild_id == gc->guild_id) a += a; } // end addition [Valaris] return a; } /*========================================== * HP回復量計算 *------------------------------------------ */ static int pc_hpheal(struct map_session_data *sd) { int a; struct guild_castle *gc; nullpo_retr(0, sd); a = natural_heal_diff_tick; 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; } gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris] if(gc) { struct guild *g; g=guild_search(sd->status.guild_id); if(g && g->guild_id == gc->guild_id) a += a; } // end addition [Valaris] return a; } static int pc_natural_heal_hp(struct map_session_data *sd) { int bhp; int inc_num,bonus,skill,hp_flag; nullpo_retr(0, sd); if (sd->sc_count && sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT return 0; 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; if(sd->sc_count && sd->sc_data[SC_APPLEIDUN].timer!=-1 && sd->sc_data[SC_BERSERK].timer==-1) { // Apple of Idun if(sd->inchealhptick >= 6000 && sd->status.hp < sd->status.max_hp) { bonus = skill*20; while(sd->inchealhptick >= 6000) { sd->inchealhptick -= 6000; if(sd->status.hp + bonus <= sd->status.max_hp) sd->status.hp += bonus; else { bonus = sd->status.max_hp - sd->status.hp; sd->status.hp = sd->status.max_hp; sd->hp_sub = sd->inchealhptick = 0; } clif_heal(sd->fd,SP_HP,bonus); } } } else sd->inchealhptick = 0; return 0; } static int pc_natural_heal_sp(struct map_session_data *sd) { int bsp; int inc_num,bonus; nullpo_retr(0, sd); if (sd->sc_count && (sd->sc_data[SC_TRICKDEAD].timer != -1 || // Modified by RoVeRT sd->sc_data[SC_BERSERK].timer != -1 || sd->sc_data[SC_BLEEDING].timer != -1)) return 0; 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->sp_sub += inc_num; if(sd->walktimer == -1) sd->inchealsptick += natural_heal_diff_tick; else sd->inchealsptick = 0; if(sd->sp_sub >= battle_config.natural_healsp_interval){ bonus = sd->nhealsp;; while(sd->sp_sub >= battle_config.natural_healsp_interval){ sd->sp_sub -= battle_config.natural_healsp_interval; if(sd->status.sp + bonus <= sd->status.max_sp) sd->status.sp += bonus; else { sd->status.sp = sd->status.max_sp; sd->sp_sub = sd->inchealsptick = 0; } } } if(bsp != sd->status.sp) clif_updatestatus(sd,SP_SP); if(sd->nshealsp > 0) { if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) { struct pc_base_job s_class = pc_calc_base_job(sd->status.class_); if(sd->doridori_counter && s_class.job == 23) bonus = sd->nshealsp*2; else bonus = sd->nshealsp; sd->doridori_counter = 0; while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) { sd->inchealsptick -= battle_config.natural_heal_skill_interval; if(sd->status.sp + bonus <= sd->status.max_sp) sd->status.sp += bonus; else { bonus = sd->status.max_sp - sd->status.sp; sd->status.sp = sd->status.max_sp; sd->sp_sub = sd->inchealsptick = 0; } clif_heal(sd->fd,SP_SP,bonus); } } } else sd->inchealsptick = 0; return 0; } static int pc_spirit_heal_hp(struct map_session_data *sd) { int 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; 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; 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 interval, hp; nullpo_retr(0, sd); interval = sd->hp_loss_rate; hp = sd->hp_loss_value; sd->hp_loss_tick += natural_heal_diff_tick; if(sd->hp_loss_tick >= interval) { while(sd->hp_loss_tick >= interval) { sd->hp_loss_tick -= interval; if (sd->status.hp < hp) hp = sd->status.hp; if (sd->hp_loss_type == 1) { clif_damage(&sd->bl,&sd->bl,gettick(),0,0,hp,0,0,0); } pc_heal(sd,-hp,0); sd->hp_loss_tick = 0; } } 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 skill; 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 ((battle_config.natural_heal_weight_rate > 100 || sd->weight*100/sd->max_weight < battle_config.natural_heal_weight_rate) && !pc_isdead(sd) && !pc_ishiding(sd) && //-- cannot regen for 5 minutes after using Berserk --- [Celest] DIFF_TICK (tick, sd->canregen_tick)>=0 && (sd->sc_data && !(sd->sc_data[SC_POISON].timer != -1 && sd->sc_data[SC_SLOWPOISON].timer == -1) && sd->sc_data[SC_BERSERK].timer == -1 )) { pc_natural_heal_hp(sd); if( sd->sc_data && sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅?態ではSPが回復しない sd->sc_data[SC_DANCING].timer == -1 && //ダンス?態ではSPが回復しない sd->sc_data[SC_BERSERK].timer == -1 ) //バ?サ?ク?態ではSPが回復しない pc_natural_heal_sp(sd); sd->canregen_tick = tick; } else { sd->hp_sub = sd->inchealhptick = 0; sd->sp_sub = sd->inchealsptick = 0; } if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 && !pc_ishiding(sd) && sd->sc_data[SC_POISON].timer == -1 && sd->sc_data[SC_BERSERK].timer == -1){ pc_spirit_heal_hp(sd); pc_spirit_heal_sp(sd); } else { sd->inchealspirithptick = 0; sd->inchealspiritsptick = 0; } if (sd->hp_loss_value > 0) pc_bleeding(sd); else sd->hp_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,char *mapname,int x,int y) { nullpo_retr(0, sd); strncpy(sd->status.save_point.map,mapname,24); 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){ struct guild_castle *gc=NULL; int i; // if(battle_config.save_log) // printf("autosave %d\n",sd->fd); // pet if(sd->status.pet_id > 0 && sd->pd) intif_save_petdata(sd->status.account_id,&sd->pet); pc_makesavestatus(sd); chrif_save(sd); storage_storage_save(sd); for(i=0;ivisibleG0==1) guild_castledatasave(gc->castle_id,18,gc->Ghp0); if(gc->visibleG1==1) guild_castledatasave(gc->castle_id,19,gc->Ghp1); if(gc->visibleG2==1) guild_castledatasave(gc->castle_id,20,gc->Ghp2); if(gc->visibleG3==1) guild_castledatasave(gc->castle_id,21,gc->Ghp3); if(gc->visibleG4==1) guild_castledatasave(gc->castle_id,22,gc->Ghp4); if(gc->visibleG5==1) guild_castledatasave(gc->castle_id,23,gc->Ghp5); if(gc->visibleG6==1) guild_castledatasave(gc->castle_id,24,gc->Ghp6); if(gc->visibleG7==1) guild_castledatasave(gc->castle_id,25,gc->Ghp7); } 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; #endif if (gm_account != NULL) aFree(gm_account); GM_num = 0; #ifdef TXT_ONLY gm_account = (struct gm_account *) aCallocA(sizeof(struct gm_account) * ((RFIFOW(fd,2) - 4) / 5), 1); 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_lsql, "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_lsql) ) { printf("DB server Error (select %s to Memory)- %s\n",login_db,mysql_error(&lmysql_handle) ); } lsql_res = mysql_store_result(&lmysql_handle); if (lsql_res) { gm_account = aCallocA(sizeof(struct gm_account) * mysql_num_rows(lsql_res), 1); 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]); printf("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 *------------------------------------------ */ int map_day_timer(int tid, unsigned int tick, int id, int data) { // by [yor] struct map_session_data *pl_sd = NULL; int i; char tmpstr[1024]; if (battle_config.day_duration > 0) { // if we want a day if (night_flag != 0) { strcpy(tmpstr, msg_txt(502)); // The day has arrived! night_flag = 0; // 0=day, 1=night [Yor] for(i = 0; i < fd_max; i++) { if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth) { pl_sd->opt2 &= ~STATE_BLIND; clif_changeoption(&pl_sd->bl); clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); } } } } return 0; } /*========================================== * timer to do the night *------------------------------------------ */ int map_night_timer(int tid, unsigned int tick, int id, int data) { // by [yor] struct map_session_data *pl_sd = NULL; int i; char tmpstr[1024]; if (battle_config.night_duration > 0) { // if we want a night if (night_flag == 0) { strcpy(tmpstr, msg_txt(503)); // The night has fallen... night_flag = 1; // 0=day, 1=night [Yor] for(i = 0; i < fd_max; i++) { if (session[i] && (pl_sd = (struct map_session_data *) session[i]->session_data) && pl_sd->state.auth && !map[pl_sd->bl.m].flag.indoors) { if (battle_config.night_darkness_level > 0) clif_specialeffect(&pl_sd->bl, 474 + battle_config.night_darkness_level, 0); else { //clif_specialeffect(&pl_sd->bl, 483, 0); // default darkness level pl_sd->opt2 |= STATE_BLIND; clif_changeoption(&pl_sd->bl); } clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); } } } } 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,u; struct pc_base_job s_class; FILE *fp; char line[1024],*p; // 必要??値?み?み memset(exp_table,0,sizeof(exp_table)); fp=fopen("db/exp.txt","r"); if(fp==NULL){ printf("can't read db/exp.txt\n"); return 1; } i=0; while(fgets(line, sizeof(line)-1, fp)){ int bn,b1,b2,b3,b4,b5,b6,jn,j1,j2,j3,j4,j5,j6; if(line[0]=='/' && line[1]=='/') continue; if(sscanf(line,"%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d",&bn,&b1,&b2,&b3,&b4,&b5,&b6,&jn,&j1,&j2,&j3,&j4,&j5,&j6)!=14) continue; exp_table[0][i]=bn; exp_table[1][i]=b1; exp_table[2][i]=b2; exp_table[3][i]=b3; exp_table[4][i]=b4; exp_table[5][i]=b5; exp_table[6][i]=b6; exp_table[7][i]=jn; exp_table[8][i]=j1; exp_table[9][i]=j2; exp_table[10][i]=j3; exp_table[11][i]=j4; exp_table[12][i]=j5; exp_table[13][i]=j6; i++; if(i >= battle_config.maximum_level) break; } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/exp.txt"); ShowStatus(tmp_output); // スキルツリ? memset(skill_tree,0,sizeof(skill_tree)); fp=fopen("db/skill_tree.txt","r"); if(fp==NULL){ printf("can't read db/skill_tree.txt\n"); return 1; } while(fgets(line, sizeof(line)-1, fp)){ char *split[50]; 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++; } s_class = pc_calc_base_job(atoi(split[0])); i = s_class.job; u = s_class.upper; // check for bounds [celest] if (i > 25 || u > 3) continue; for(j = 0; skill_tree[u][i][j].id && j < MAX_SKILL_TREE; j++); if (j == MAX_SKILL_TREE) continue; skill_tree[u][i][j].id=atoi(split[1]); skill_tree[u][i][j].max=atoi(split[2]); if (f) skill_tree[u][i][j].joblv=atoi(split[3]); for(k=0;k<5;k++){ skill_tree[u][i][j].need[k].id=atoi(split[k*2+m]); skill_tree[u][i][j].need[k].lv=atoi(split[k*2+m+1]); } } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_tree.txt"); ShowStatus(tmp_output); // ?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; fp=fopen("db/attr_fix.txt","r"); if(fp==NULL){ printf("can't read db/attr_fix.txt\n"); return 1; } while(fgets(line, sizeof(line)-1, fp)){ char *split[10]; int lv,n; if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j<3 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } lv=atoi(split[0]); n=atoi(split[1]); // printf("%d %d\n",lv,n); for(i=0;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); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/attr_fix.txt"); ShowStatus(tmp_output); // スキルツリ? memset(statp,0,sizeof(statp)); i=1; j=45; // base points fp=fopen("db/statpoint.txt","r"); if(fp == NULL){ sprintf(tmp_output,"Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n","db/statpoint.txt"); //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); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/statpoint.txt"); } // generate the remaining parts of the db if necessary for (; i < MAX_LEVEL; i++) { j += (i+15)/5; statp[i] = j; } ShowStatus(tmp_output); return 0; } /*========================================== * pc? 係初期化 *------------------------------------------ */ int do_init_pc(void) { pc_readdb(); // gm_account_db = numdb_init(); 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_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 */ // 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] { int day_duration = battle_config.day_duration; int night_duration = battle_config.night_duration; if (day_duration < 60000) day_duration = 60000; if (night_duration < 60000) night_duration = 60000; if (battle_config.night_at_start == 0) { night_flag = 0; // 0=day, 1=night [Yor] day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration); night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration); } else { night_flag = 1; // 0=day, 1=night [Yor] day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration); night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration); } } return 0; }