// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/core.h" // get_svn_revision() #include "../common/malloc.h" #include "../common/nullpo.h" #include "../common/showmsg.h" #include "../common/socket.h" // RFIFO*() #include "../common/timer.h" #include "../common/utils.h" #include "atcommand.h" // get_atcommand_level() #include "battle.h" // battle_config #include "chrif.h" #include "clif.h" #include "date.h" // is_day_of_*() #include "intif.h" #include "itemdb.h" #include "log.h" #include "map.h" #include "mercenary.h" // merc_is_hom_active() #include "mob.h" // MAX_MOB_RACE_DB #include "npc.h" // fake_nd #include "pet.h" // pet_unlocktarget() #include "party.h" // party_search() #include "guild.h" // guild_search(), guild_request_info() #include "script.h" // script_config #include "skill.h" #include "status.h" // struct status_data #include "vending.h" // vending_closevending() #include "pc.h" #ifndef TXT_ONLY // mail system [Valaris] #include "mail.h" #endif #include #include #include #include #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔 static unsigned int exp_table[MAX_PC_CLASS][2][MAX_LEVEL]; static unsigned int max_level[MAX_PC_CLASS][2]; static short statp[MAX_LEVEL+1]; // h-files are for declarations, not for implementations... [Shinomori] struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE]; // timer for night.day implementation int day_timer_tid; int night_timer_tid; struct fame_list smith_fame_list[MAX_FAME_LIST]; struct fame_list chemist_fame_list[MAX_FAME_LIST]; struct fame_list taekwon_fame_list[MAX_FAME_LIST]; static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_AMMO}; static struct gm_account *gm_account = NULL; static int GM_num = 0; #define MOTD_LINE_SIZE 128 char motd_text[MOTD_LINE_SIZE][256]; // Message of the day buffer [Valaris] static const char feel_var[3][NAME_LENGTH] = {"PC_FEEL_SUN","PC_FEEL_MOON","PC_FEEL_STAR"}; static const char hate_var[3][NAME_LENGTH] = {"PC_HATE_MOB_SUN","PC_HATE_MOB_MOON","PC_HATE_MOB_STAR"}; int pc_isGM(struct map_session_data *sd) { int i; nullpo_retr(0, sd); if(sd->bl.type!=BL_PC ) return 0; 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_set_gm_level(int account_id, int level) { int i; for (i = 0; i < GM_num; i++) { if (account_id == gm_account[i].account_id) { gm_account[i].level = level; return 0; } } GM_num++; gm_account = (struct gm_account *) aRealloc(gm_account, sizeof(struct gm_account) * GM_num); gm_account[GM_num - 1].account_id = account_id; gm_account[GM_num - 1].level = level; return 0; } static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if(sd->invincible_timer != tid){ if(battle_config.error_log) ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid); return 0; } sd->invincible_timer=-1; skill_unit_move(&sd->bl,tick,1); return 0; } int pc_setinvincibletimer(struct map_session_data *sd,int val) { nullpo_retr(0, sd); if(sd->invincible_timer != INVALID_TIMER) delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0); return 0; } void pc_delinvincibletimer_sub(struct map_session_data *sd) { delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = INVALID_TIMER; skill_unit_move(&sd->bl,gettick(),1); } static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if(sd->spirit_timer[0] != tid){ if(battle_config.error_log) ShowError("spirit_timer %d != %d\n",sd->spirit_timer[0],tid); return 0; } if(sd->spiritball <= 0) { if(battle_config.error_log) ShowError("Spiritballs are already 0 when pc_spiritball_timer gets called"); sd->spiritball = 0; return 0; } sd->spiritball--; // I leave this here as bad example [Shinomori] //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * sd->spiritball ); memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int) ); sd->spirit_timer[sd->spiritball]=-1; clif_spiritball(sd); return 0; } int pc_addspiritball(struct map_session_data *sd,int interval,int max) { nullpo_retr(0, sd); if(max > MAX_SKILL_LEVEL) max = MAX_SKILL_LEVEL; if(sd->spiritball < 0) sd->spiritball = 0; if(sd->spiritball >= max) { if(sd->spirit_timer[0] != -1) delete_timer(sd->spirit_timer[0],pc_spiritball_timer); // I leave this here as bad example [Shinomori] //memcpy( &sd->spirit_timer[0], &sd->spirit_timer[1], sizeof(sd->spirit_timer[0]) * (sd->spiritball - 1)); memmove( sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball - 1)*sizeof(int) ); //sd->spirit_timer[sd->spiritball-1] = -1; // intentionally, but will be overwritten } else sd->spiritball++; sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0); clif_spiritball(sd); return 0; } int pc_delspiritball(struct map_session_data *sd,int count,int type) { int i; nullpo_retr(0, sd); if(sd->spiritball <= 0) { sd->spiritball = 0; return 0; } if(count > sd->spiritball) count = sd->spiritball; sd->spiritball -= count; if(count > MAX_SKILL_LEVEL) count = MAX_SKILL_LEVEL; for(i=0;ispirit_timer[i] != -1) { delete_timer(sd->spirit_timer[i],pc_spiritball_timer); sd->spirit_timer[i] = -1; } } for(i=count;ispirit_timer[i-count] = sd->spirit_timer[i]; sd->spirit_timer[i] = -1; } if(!type) clif_spiritball(sd); return 0; } // Increases a player's fame points and displays a notice to him void pc_addfame(struct map_session_data *sd,int count) { nullpo_retv(sd); sd->status.fame += count; if(sd->status.fame > MAX_FAME) sd->status.fame = MAX_FAME; switch(sd->class_&MAPID_UPPERMASK){ case MAPID_BLACKSMITH: // Blacksmith clif_fame_blacksmith(sd,count); break; case MAPID_ALCHEMIST: // Alchemist clif_fame_alchemist(sd,count); break; case MAPID_TAEKWON: // Taekwon clif_fame_taekwon(sd,count); break; } chrif_updatefamelist(sd); } // Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else unsigned char pc_famerank(int char_id, int job) { int i; switch(job){ case MAPID_BLACKSMITH: // Blacksmith for(i = 0; i < MAX_FAME_LIST; i++){ if(smith_fame_list[i].id == char_id) return i + 1; } break; case MAPID_ALCHEMIST: // Alchemist for(i = 0; i < MAX_FAME_LIST; i++){ if(chemist_fame_list[i].id == char_id) return i + 1; } break; case MAPID_TAEKWON: // Taekwon for(i = 0; i < MAX_FAME_LIST; i++){ if(taekwon_fame_list[i].id == char_id) return i + 1; } break; } return 0; } int pc_setrestartvalue(struct map_session_data *sd,int type) { struct status_data *status, *b_status; nullpo_retr(0, sd); b_status = &sd->base_status; status = &sd->battle_status; if (type&1) { //Normal resurrection status->hp = 1; //Otherwise status_heal may fail if dead. if(sd->state.snovice_dead_flag == 1) { // [Celest] status_heal(&sd->bl, status->max_hp, status->max_sp, 1); sd->state.snovice_dead_flag = 2; sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1)); } else status_heal(&sd->bl, b_status->hp, b_status->sp>status->sp?b_status->sp-status->sp:0, 1); } else { //Just for saving on the char-server sd->status.hp = b_status->hp; if ((unsigned int)sd->status.sp < b_status->sp) sd->status.sp = b_status->sp; } return 0; } /*========================================== Determines if the GM can give / drop / trade / vend items [Lupus] Args: GM Level (current player GM level) * Returns 1 = this GM can't do it 0 = this one can do it *------------------------------------------*/ int pc_can_give_items(int level) { return ( level >= battle_config.gm_cant_drop_min_lv && level <= battle_config.gm_cant_drop_max_lv); } /*========================================== * prepares character for saving. *------------------------------------------*/ int pc_makesavestatus(struct map_session_data *sd) { nullpo_retr(0, sd); if (sd->state.finalsave) return 0; //Nothing to change. if(!battle_config.save_clothcolor) sd->status.clothes_color=0; //Only copy the Cart/Peco/Falcon options, the rest are handled via //status change load/saving. [Skotlex] sd->status.option = sd->sc.option&(OPTION_CART|OPTION_FALCON|OPTION_RIDING); if (sd->sc.count && sd->sc.data[SC_JAILED].timer != -1) { //When Jailed, do not move last point. if(pc_isdead(sd)){ pc_setrestartvalue(sd,0); } else { sd->status.hp = sd->battle_status.hp; sd->status.sp = sd->battle_status.sp; } sd->status.last_point.map = sd->mapindex; sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; return 0; } if(pc_isdead(sd)){ pc_setrestartvalue(sd,0); memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } else { sd->status.hp = sd->battle_status.hp; sd->status.sp = sd->battle_status.sp; sd->status.last_point.map = sd->mapindex; sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; } if(map[sd->bl.m].flag.nosave){ struct map_data *m=&map[sd->bl.m]; if(m->save.map) memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point)); else memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } return 0; } /*========================================== * 接?暫フ初期化 *------------------------------------------*/ int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd) { nullpo_retr(0, sd); sd->bl.id = account_id; sd->status.account_id = account_id; sd->status.char_id = char_id; sd->status.sex = sex; sd->login_id1 = login_id1; sd->login_id2 = 0; // at this point, we can not know the value :( sd->client_tick = client_tick; sd->state.auth = 0; sd->bl.type = BL_PC; sd->canlog_tick = gettick(); sd->state.waitingdisconnect = 0; //Required to prevent homunculus copuing a base speed of 0. sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED; return 0; } int pc_equippoint(struct map_session_data *sd,int n) { int ep = 0; nullpo_retr(0, sd); if(!sd->inventory_data[n]) return 0; if (!itemdb_isequip2(sd->inventory_data[n])) return 0; //Not equippable by players. ep = sd->inventory_data[n]->equip; if(sd->inventory_data[n]->look == W_DAGGER || sd->inventory_data[n]->look == W_1HSWORD || sd->inventory_data[n]->look == W_1HAXE) { if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN)) return EQP_ARMS; } return ep; } int pc_setinventorydata(struct map_session_data *sd) { int i,id; nullpo_retr(0, sd); for(i=0;istatus.inventory[i].nameid; sd->inventory_data[i] = id?itemdb_search(id):NULL; } return 0; } int pc_calcweapontype(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->weapontype1 != W_FIST && sd->weapontype2 == W_FIST) sd->status.weapon = sd->weapontype1; else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)// 左手武器 Only sd->status.weapon = sd->weapontype2; else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)// ?短? sd->status.weapon = MAX_WEAPON_TYPE+1; else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)// ??手? sd->status.weapon = MAX_WEAPON_TYPE+2; else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)// ??手斧 sd->status.weapon = MAX_WEAPON_TYPE+3; else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD) || (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER) ) // 短? - ?手? sd->status.weapon = MAX_WEAPON_TYPE+4; else if( (sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE) || (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER) ) // 短? - 斧 sd->status.weapon = MAX_WEAPON_TYPE+5; else if( (sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE) || (sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD) ) // ?手? - 斧 sd->status.weapon = MAX_WEAPON_TYPE+6; 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;iequip_index[i] = -1; for(i=0;istatus.inventory[i].nameid <= 0) continue; if(sd->status.inventory[i].equip) { for(j=0;jstatus.inventory[i].equip & equip_pos[j]) sd->equip_index[j] = i; if(sd->status.inventory[i].equip & EQP_HAND_R) { if(sd->inventory_data[i]) sd->weapontype1 = sd->inventory_data[i]->look; else sd->weapontype1 = 0; } if(sd->status.inventory[i].equip & EQP_HAND_L) { if(sd->inventory_data[i]) { if(sd->inventory_data[i]->type == 4) { if(sd->status.inventory[i].equip == EQP_HAND_L) sd->weapontype2 = sd->inventory_data[i]->look; else sd->weapontype2 = 0; } else sd->weapontype2 = 0; } else sd->weapontype2 = 0; } } } pc_calcweapontype(sd); return 0; } static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag) { int i; struct item *item = &sd->status.inventory[eqindex]; struct item_data *data; //Crafted/made/hatched items. if (itemdb_isspecial(item->card[0])) return 1; for (i=0;icard[i] && (data = itemdb_exists(item->card[i])) && data->flag.no_equip&flag ) return 0; } return 1; } int pc_isequip(struct map_session_data *sd,int n) { struct item_data *item; //?生や養子の場合の元の職業を算出する nullpo_retr(0, sd); item = sd->inventory_data[n]; if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip ) return 1; if(item == NULL) return 0; if(item->elv && sd->status.base_level < (unsigned int)item->elv) return 0; if(item->sex != 2 && sd->status.sex != item->sex) return 0; if(map[sd->bl.m].flag.pvp && item->flag.no_equip&1) return 0; if(map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) return 0; if(map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) return 0; if (sd->sc.count) { if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON].timer != -1) // Also works with left-hand weapons [DracoRPG] return 0; if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD].timer != -1) return 0; if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR].timer != -1) return 0; if(item->equip & EQP_HELM && sd->sc.data[SC_STRIPHELM].timer != -1) return 0; if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SUPERNOVICE) { //Spirit of Super Novice equip bonuses. [Skotlex] if (sd->status.base_level > 90 && item->equip & EQP_HELM) return 1; //Can equip all helms if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON) switch(item->look) { //In weapons, the look determines type of weapon. case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess? case W_1HSWORD: //All 1H swords case W_1HAXE: //All 1H Axes case W_MACE: //All Maces case W_STAFF: //All Staffs return 1; } } } //Not equipable by class. [Skotlex] if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)])) return 0; //Not equipable by upper class. [Skotlex] if(!(1<<((sd->class_&JOBL_UPPER)?1:((sd->class_&JOBL_BABY)?2:0))&item->class_upper)) return 0; return 1; } /*========================================== * session idに問題無し * char鯖から送られてきたステ?タスを設定 *------------------------------------------*/ int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_time, struct mmo_charstatus *st) { TBL_PC* old_sd; int i; unsigned long tick = gettick(); if (sd->state.auth) //Temporary debug. [Skotlex] { ShowDebug("pc_authok: Received auth ok for already authorized client (account id %d)!\n", sd->bl.id); return 1; } sd->login_id2 = login_id2; memcpy(&sd->status, st, sizeof(*st)); if (st->sex != sd->status.sex) { clif_authfail_fd(sd->fd, 0); return 1; } if( (old_sd=map_id2sd(st->account_id)) != NULL ){ if (old_sd->state.finalsave || !old_sd->state.auth) ; //Previous player is not done loading/quiting, No need to kick. else if (old_sd->fd) clif_authfail_fd(old_sd->fd, 2); // same id else map_quit(old_sd); clif_authfail_fd(sd->fd, 8); // still recognizes last connection return 1; } //Set the map-server used job id. [Skotlex] i = pc_jobid2mapid(sd->status.class_); if (i == -1) { //Invalid class? if (battle_config.error_log) ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id); sd->status.class_ = JOB_NOVICE; sd->class_ = MAPID_NOVICE; } else sd->class_ = i; //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation. if(!sd->status.hp) pc_setdead(sd); sd->state.connect_new = 1; sd->followtimer = -1; // [MouseJstr] sd->invincible_timer = -1; sd->npc_timer_id = -1; sd->pvp_timer = -1; sd->canuseitem_tick = tick; sd->cantalk_tick = tick; for(i = 0; i < MAX_SKILL_LEVEL; i++) sd->spirit_timer[i] = -1; if (battle_config.item_auto_get) sd->state.autoloot = 10000; if (battle_config.disp_experience) sd->state.showexp = 1; if (battle_config.disp_zeny) sd->state.showzeny = 1; if (!(battle_config.display_skill_fail&2)) sd->state.showdelay = 1; // Request all registries. intif_request_registry(sd,7); // アイテムチェック pc_setinventorydata(sd); pc_checkitem(sd); status_change_init(&sd->bl); if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) && (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide))) sd->status.option &= (OPTION_MASK | OPTION_INVISIBLE); else sd->status.option &= OPTION_MASK; sd->sc.option = sd->status.option; //This is the actual option used in battle. //Set here because we need the inventory data for weapon sprite parsing. status_set_viewdata(&sd->bl, sd->status.class_); unit_dataset(&sd->bl); sd->guild_x = -1; sd->guild_y = -1; // イベント?係の初期化 for(i = 0; i < MAX_EVENTTIMER; i++) sd->eventtimer[i] = -1; for (i = 0; i < 3; i++) sd->hate_mob[i] = -1; // 位置の設定 if ((i=pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0)) != 0) { if(battle_config.error_log) ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i); // try warping to a default map instead (church graveyard) if (pc_setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, 0) != 0) { // if we fail again clif_authfail_fd(sd->fd, 0); return 1; } } // pet if (sd->status.pet_id > 0) intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id); // Homunculus [albator] if (sd->status.hom_id > 0) intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id); clif_authok(sd); map_addiddb(&sd->bl); if (map_charid2nick(sd->status.char_id) == NULL) map_addchariddb(sd->status.char_id, sd->status.name); //Prevent S. Novices from getting the no-death bonus just yet. [Skotlex] sd->die_counter=-1; //Until the reg values arrive, set them to not require trigger... sd->state.event_death = 1; sd->state.event_kill_pc = 1; sd->state.event_disconnect = 1; sd->state.event_kill_mob = 1; { //Add IP field uint32 ip = session[sd->fd]->client_addr; if (pc_isGM(sd)) ShowInfo("GM '"CL_WHITE"%s"CL_RESET"' logged in." " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"'," " Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"'," " GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->status.char_id, sd->packet_ver, CONVIP(ip), pc_isGM(sd)); else ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in." " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"'," " Packet Ver: '"CL_WHITE"%d"CL_RESET"', IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, sd->status.char_id, sd->packet_ver, CONVIP(ip)); } // Send friends list clif_friendslist_send(sd); if (battle_config.display_version == 1){ char buf[256]; sprintf(buf, "eAthena SVN version: %s", get_svn_revision()); clif_displaymessage(sd->fd, buf); } // Message of the Day [Valaris] for(i=0; motd_text[i][0] && i < MOTD_LINE_SIZE; i++) { if (battle_config.motd_type) clif_disp_onlyself(sd,motd_text[i],strlen(motd_text[i])); else clif_displaymessage(sd->fd, motd_text[i]); } #ifndef TXT_ONLY if(mail_server_enable) mail_check(sd,0); // 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); } //Night message if (night_flag) { char tmpstr[1024]; strcpy(tmpstr, msg_txt(500)); // Actually, it's the night... clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); } return 0; } /*========================================== * Closes a connection because it failed to be authenticated from the char server. *------------------------------------------*/ int pc_authfail(struct map_session_data *sd) { if (sd->state.auth) //Temporary debug. [Skotlex] ShowDebug("pc_authfail: Received auth fail for already authentified client (account id %d)!\n", sd->bl.id); if (!sd->fd) ShowDebug("pc_authfail: Received auth fail for a player with no connection (account id %d)!\n", sd->bl.id); clif_authfail_fd(sd->fd, 0); return 0; } //Attempts to set a mob. int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl) { int class_; if (!sd || !bl || pos < 0 || pos > 2) return 0; if (sd->hate_mob[pos] != -1) { //Can't change hate targets. clif_hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current return 0; } class_ = status_get_class(bl); if (!pcdb_checkid(class_)) { unsigned int max_hp = status_get_max_hp(bl); if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000)) return 0; if (pos != status_get_size(bl)) return 0; //Wrong size } sd->hate_mob[pos] = class_; pc_setglobalreg(sd,hate_var[pos],class_+1); clif_hate_info(sd, pos, class_, 1); return 1; } /*========================================== * Invoked once after the char/account/account2 registry variables are received. [Skotlex] *------------------------------------------*/ int pc_reg_received(struct map_session_data *sd) { int i,j; struct guild *g = NULL; sd->change_level = pc_readglobalreg(sd,"jobchange_level"); sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER"); if ((sd->class_&MAPID_BASEMASK)==MAPID_TAEKWON) { //Better check for class rather than skill to prevent "skill resets" from unsetting this sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID"); sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT"); } //SG map and mob read [Komurka] for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql { if ((j = pc_readglobalreg(sd,feel_var[i]))!=0) { sd->feel_map[i].index = j; sd->feel_map[i].m = map_mapindex2mapid(j); } else { sd->feel_map[i].index = 0; sd->feel_map[i].m = -1; } sd->hate_mob[i] = pc_readglobalreg(sd,hate_var[i])-1; } if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) { sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL"); if (sd->cloneskill_id > 0) { sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id; sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV"); if (i < sd->status.skill[sd->cloneskill_id].lv) sd->status.skill[sd->cloneskill_id].lv = i; sd->status.skill[sd->cloneskill_id].flag = 13; //cloneskill flag } } // 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 = pc_readglobalreg(sd, script_config.kill_pc_event_name); sd->state.event_kill_mob = pc_readglobalreg(sd, script_config.kill_mob_event_name); sd->state.event_disconnect = pc_readglobalreg(sd, script_config.logout_event_name); sd->state.event_baselvup = pc_readglobalreg(sd, script_config.baselvup_event_name); sd->state.event_joblvup = pc_readglobalreg(sd, script_config.joblvup_event_name); sd->state.event_loadmap = pc_readglobalreg(sd, script_config.loadmap_event_name); // if script triggers are not required } else { sd->state.event_death = 1; sd->state.event_kill_pc = 1; sd->state.event_disconnect = 1; sd->state.event_kill_mob = 1; sd->state.event_baselvup = 1; sd->state.event_joblvup = 1; sd->state.event_loadmap = 1; } //Weird... maybe registries were reloaded? if (sd->state.auth) return 0; sd->state.auth = 1; if (sd->status.party_id > 0 && 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); else if (g && strcmp(sd->status.name,g->master) == 0) { // set the Guild Master flag sd->state.gmaster_flag = g; // (optionally) block Guild Skills to prevent logout/login reuse //guild_block_skill(sd, 300000); } status_calc_pc(sd,1); chrif_scdata_request(sd->status.account_id, sd->status.char_id); if (!sd->state.connect_new && sd->fd) { //Character already loaded map! Gotta trigger LoadEndAck manually. sd->state.connect_new = 1; clif_parse_LoadEndAck(sd->fd, sd); } return 1; } static int pc_calc_skillpoint(struct map_session_data* sd) { int i,skill,inf2,skill_point=0; nullpo_retr(0, sd); for(i=1;i 0) { inf2 = skill_get_inf2(i); if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex] ) { if(!sd->status.skill[i].flag) skill_point += skill; else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) { skill_point += (sd->status.skill[i].flag - 2); } } } } return skill_point; } /*========================================== * ?えられるスキルの計算 *------------------------------------------*/ int pc_calc_skilltree(struct map_session_data *sd) { int i,id=0,flag; int c=0; nullpo_retr(0, sd); i = pc_calc_skilltree_normalize_job(sd); c = pc_mapid2jobid(i, sd->status.sex); if (c == -1) { //Unable to normalize job?? if (battle_config.error_log) ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id); return 1; } for(i=0;istatus.skill[i].flag != 13) //Don't touch plagiarized skills sd->status.skill[i].id=0; //First clear skills. } for(i=0;istatus.skill[i].flag && sd->status.skill[i].flag != 13){ //Restore original level of skills after deleting earned skills. sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; sd->status.skill[i].flag=0; } if(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU) { //Enable Bard/Dancer spirit linked skills. if (sd->status.sex) { //Link dancer skills to bard. sd->status.skill[i].id=i; sd->status.skill[i].lv=sd->status.skill[i-8].lv; // Set the level to the same as the linking skill sd->status.skill[i].flag=1; // Tag it as a non-savable, non-uppable, bonus skill } else { //Link bard skills to dancer. sd->status.skill[i-8].id=i-8; sd->status.skill[i-8].lv=sd->status.skill[i].lv; // Set the level to the same as the linking skill sd->status.skill[i-8].flag=1; // Tag it as a non-savable, non-uppable, bonus skill } } } if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){ for(i=0;i 0) sd->status.skill[i].id=i; } return 0; } do { flag = 0; for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++) { int j, f, k, inf2; if(sd->status.skill[id].id) continue; //Skill already known. f = 1; if(!battle_config.skillfree) { for(j = 0; j < 5; j++) { if((k=skill_tree[c][i].need[j].id)) { if (!sd->status.skill[k].id || sd->status.skill[k].flag == 13) k = 0; //Not learned. else if (sd->status.skill[k].flag) //Real lerned level k = sd->status.skill[skill_tree[c][i].need[j].id].flag-2; else k = pc_checkskill(sd,k); if (k < skill_tree[c][i].need[j].lv) { f=0; break; } } } if (sd->status.job_level < skill_tree[c][i].joblv) f = 0; // job level requirement wasn't satisfied } if (f) { inf2 = skill_get_inf2(id); if(!sd->status.skill[id].lv && ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || inf2&INF2_WEDDING_SKILL || (inf2&INF2_SPIRIT_SKILL && !(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)) )) continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills. sd->status.skill[id].id = id; if(inf2&INF2_SPIRIT_SKILL) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed. sd->status.skill[id].lv = 1; // need to manually specify a skill level sd->status.skill[id].flag = 1; //So it is not saved, and tagged as a "bonus" skill. } flag = 1; // skill list has changed, perform another pass } } } while(flag); if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) { //Grant all Taekwon Tree, but only as bonus skills in case they drop from ranking. [Skotlex] for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){ if ((skill_get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL))) continue; //Do not include Quest/Wedding skills. if(sd->status.skill[id].id==0 ){ sd->status.skill[id].id=id; sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill. } else sd->status.skill[id].flag=sd->status.skill[id].lv+2; sd->status.skill[id].lv= skill_tree_get_max(id, sd->status.class_); } } return 0; } //Checks if you can learn a new skill after having leveled up a skill. static void pc_check_skilltree(struct map_session_data *sd, int skill) { int i,id=0,flag; int c=0; if(battle_config.skillfree) return; //Function serves no purpose if this is set i = pc_calc_skilltree_normalize_job(sd); c = pc_mapid2jobid(i, sd->status.sex); if (c == -1) { //Unable to normalize job?? if (battle_config.error_log) ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id); return; } do { flag=0; for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){ int j,f=1, k; if(sd->status.skill[id].id) //Already learned continue; for(j=0;j<5;j++) { if((k=skill_tree[c][i].need[j].id)) { if (!sd->status.skill[k].id || sd->status.skill[k].flag == 13) k = 0; //Not learned. else if (sd->status.skill[k].flag) //Real lerned level k = sd->status.skill[skill_tree[c][i].need[j].id].flag-2; else k = pc_checkskill(sd,k); if (k < skill_tree[c][i].need[j].lv) { f=0; break; } } } if (!f) continue; if (sd->status.job_level < skill_tree[c][i].joblv) continue; j = skill_get_inf2(id); if(!sd->status.skill[id].lv && ( (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || j&INF2_WEDDING_SKILL || (j&INF2_SPIRIT_SKILL && !(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)) )) continue; //Cannot be learned via normal means. sd->status.skill[id].id=id; flag=1; } } while(flag); } // Make sure all the skills are in the correct condition // before persisting to the backend.. [MouseJstr] int pc_clean_skilltree(struct map_session_data *sd) { int i; for (i = 0; i < MAX_SKILL; i++){ if (sd->status.skill[i].flag == 13 || sd->status.skill[i].flag == 1) { sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } else if (sd->status.skill[i].flag){ sd->status.skill[i].lv = sd->status.skill[i].flag-2; sd->status.skill[i].flag = 0; } } return 0; } int pc_calc_skilltree_normalize_job(struct map_session_data *sd) { int skill_point; int c = sd->class_; if (!battle_config.skillup_limit) return c; skill_point = pc_calc_skillpoint(sd); if(pc_checkskill(sd, NV_BASIC) < 9) //Consider Novice Tree when you don't have NV_BASIC maxed. c = MAPID_NOVICE; else //Do not send S. Novices to first class (Novice) if ((sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE && sd->status.skill_point >= (int)sd->status.job_level && ((sd->change_level > 0 && skill_point < sd->change_level+8) || skill_point < 58)) { //Send it to first class. c &= MAPID_BASEMASK; } if (sd->class_&JOBL_UPPER) //Convert to Upper c |= JOBL_UPPER; else if (sd->class_&JOBL_BABY) //Convert to Baby c |= JOBL_BABY; return c; } /*========================================== * Updates the weight status *------------------------------------------ * 1: overweight 50% * 2: overweight 90% * It's assumed that SC_WEIGHT50 and SC_WEIGHT90 are only started/stopped here. */ int pc_updateweightstatus(struct map_session_data *sd) { int old_overweight; int new_overweight; nullpo_retr(1, sd); old_overweight = (sd->sc.data[SC_WEIGHT90].timer != -1) ? 2 : (sd->sc.data[SC_WEIGHT50].timer != -1) ? 1 : 0; new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0; if( old_overweight == new_overweight ) return 0; // no change // stop old status change if( old_overweight == 1 ) status_change_end(&sd->bl, SC_WEIGHT50, -1); else if( old_overweight == 2 ) status_change_end(&sd->bl, SC_WEIGHT90, -1); // start new status change if( new_overweight == 1 ) sc_start(&sd->bl, SC_WEIGHT50, 100, 0, 0); else if( new_overweight == 2 ) sc_start(&sd->bl, SC_WEIGHT90, 100, 0, 0); // update overweight status sd->regen.state.overweight = new_overweight; return 0; } int pc_disguise(struct map_session_data *sd, int class_) { if (!class_ && !sd->disguise) return 0; if (class_ && (sd->disguise == class_ || pc_isriding(sd))) return 0; if(sd->sc.option&OPTION_INVISIBLE) { //Character is invisible. Stealth class-change. [Skotlex] sd->disguise = class_; //viewdata is set on uncloaking. return 2; } pc_stop_walking(sd, 0); clif_clearunit_area(&sd->bl, 0); if (!class_) { sd->disguise = 0; class_ = sd->status.class_; } else sd->disguise=class_; status_set_viewdata(&sd->bl, class_); clif_changeoption(&sd->bl); clif_spawn(&sd->bl); if (class_ == sd->status.class_ && pc_iscarton(sd)) { //It seems the cart info is lost on undisguise. clif_cartlist(sd); clif_updatestatus(sd,SP_CARTINFO); } return 1; } static int pc_bonus_autospell_del(struct s_autospell *spell, int max, short id, short lv, short rate, short card_id) { int i, j; for(i=max-1; i>=0 && !spell[i].id; i--); if (i<0) return 0; //Nothing to substract from. j = i; for(; i>=0 && rate>0; i--) { if (spell[i].id != id || spell[i].lv != lv) continue; if (rate >= spell[i].rate) { rate-= spell[i].rate; spell[i].rate = 0; memmove(&spell[i], &spell[j], sizeof(struct s_autospell)); memset(&spell[j], 0, sizeof(struct s_autospell)); j--; } else { spell[i].rate -= rate; rate = 0; } } if (rate > 0 && ++j < max) { //Tag this as "pending" autospell to remove. spell[j].id = id; spell[j].lv = lv; spell[j].rate = -rate; spell[j].card_id = 0; } return rate; } static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id) { int i; if (rate < 0) return //Remove the autobonus. pc_bonus_autospell_del(spell, max, id, lv, -rate, card_id); for (i = 0; i < max && spell[i].id; i++) { if ((spell[i].card_id == card_id || !spell[i].card_id) && spell[i].id == id && spell[i].lv == lv) { if (!battle_config.autospell_stacking && spell[i].rate > 0) return 0; rate += spell[i].rate; if (rate < 0) card_id = 0; //Reduced from debted autospell. break; } } if (i == max) { if (battle_config.error_log) ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max); return 0; } spell[i].id = id; spell[i].lv = lv; spell[i].rate = rate; //Auto-update flag value. if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both. if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon. if (!(flag&BF_SKILLMASK)) { if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks. } spell[i].flag|= flag; spell[i].card_id = card_id; return 1; } static int pc_bonus_addeff(struct s_addeffect* effect, int max, short id, short rate, short arrow_rate, unsigned char flag) { int i; if (!(flag&(ATF_SHORT|ATF_LONG))) flag|=ATF_SHORT|ATF_LONG; //Default range: both if (!(flag&(ATF_TARGET|ATF_SELF))) flag|=ATF_TARGET; //Default target: enemy. for (i = 0; i < max && effect[i].flag; i++) { if (effect[i].id == id && effect[i].flag == flag) { effect[i].rate += rate; effect[i].arrow_rate += arrow_rate; return 1; } } if (i == max) { if (battle_config.error_log) ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max); return 0; } effect[i].id = id; effect[i].rate = rate; effect[i].arrow_rate = arrow_rate; effect[i].flag = flag; return 1; } static int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate) { int i; //Apply config rate adjustment settings. if (rate >= 0) { //Absolute drop. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate < battle_config.item_drop_adddrop_min) rate = battle_config.item_drop_adddrop_min; else if (rate > battle_config.item_drop_adddrop_max) rate = battle_config.item_drop_adddrop_max; } else { //Relative drop, max/min limits are applied at drop time. if (battle_config.item_rate_adddrop != 100) rate = rate*battle_config.item_rate_adddrop/100; if (rate > -1) rate = -1; } for(i = 0; i < max && (drop[i].id || drop[i].group); i++) { if( (id && drop[i].id == id) || (group && drop[i].group == group) ) { drop[i].race |= race; if(drop[i].rate > 0 && rate > 0) { //Both are absolute rates. if (drop[i].rate < rate) drop[i].rate = rate; } else if(drop[i].rate < 0 && rate < 0) { //Both are relative rates. if (drop[i].rate > rate) drop[i].rate = rate; } else if (rate < 0) //Give preference to relative rate. drop[i].rate = rate; return 1; } } if(i == max) { if (battle_config.error_log) ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max); return 0; } drop[i].id = id; drop[i].group = group; drop[i].race |= race; drop[i].rate = rate; return 1; } /*========================================== * ? 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) { struct status_data *status; int bonus; nullpo_retr(0, sd); status = &sd->base_status; switch(type){ case SP_STR: case SP_AGI: case SP_VIT: case SP_INT: case SP_DEX: case SP_LUK: if(sd->state.lr_flag != 2) sd->param_bonus[type-SP_STR]+=val; break; case SP_ATK1: if(!sd->state.lr_flag) { bonus = status->rhw.atk + val; status->rhw.atk = cap_value(bonus, 0, USHRT_MAX); } else if(sd->state.lr_flag == 1) { bonus = status->lhw->atk + val; status->lhw->atk = cap_value(bonus, 0, USHRT_MAX); } break; case SP_ATK2: if(!sd->state.lr_flag) { bonus = status->rhw.atk2 + val; status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX); } else if(sd->state.lr_flag == 1) { bonus = status->lhw->atk2 + val; status->lhw->atk2 = cap_value(bonus, 0, USHRT_MAX); } break; case SP_BASE_ATK: if(sd->state.lr_flag != 2) { bonus = status->batk + val; status->batk = cap_value(bonus, 0, USHRT_MAX); } break; case SP_DEF1: if(sd->state.lr_flag != 2) { bonus = status->def + val; status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX); } break; case SP_DEF2: if(sd->state.lr_flag != 2) { bonus = status->def2 + val; status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_MDEF1: if(sd->state.lr_flag != 2) { bonus = status->mdef + val; status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX); } break; case SP_MDEF2: if(sd->state.lr_flag != 2) { bonus = status->mdef2 + val; status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_HIT: if(sd->state.lr_flag != 2) { bonus = status->hit + val; status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else sd->arrow_hit+=val; break; case SP_FLEE1: if(sd->state.lr_flag != 2) { bonus = status->flee + val; status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_FLEE2: if(sd->state.lr_flag != 2) { bonus = status->flee2 + val*10; status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX); } break; case SP_CRITICAL: if(sd->state.lr_flag != 2) { bonus = status->cri + val*10; status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else sd->arrow_cri += val*10; break; case SP_ATKELE: if(val >= ELE_MAX) { if(battle_config.error_log) ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val); break; } switch (sd->state.lr_flag) { case 2: switch (sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_SHOTGUN: case W_GATLING: case W_GRENADE: //Become weapon element. status->rhw.ele=val; break; default: //Become arrow element. sd->arrow_ele=val; break; } break; case 1: status->lhw->ele=val; break; default: status->rhw.ele=val; break; } break; case SP_DEFELE: if(val >= ELE_MAX) { if(battle_config.error_log) ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val); break; } if(sd->state.lr_flag != 2) status->def_ele=val; break; case SP_MAXHP: if(sd->state.lr_flag != 2) { if (val < 0 && status->max_hp <= (unsigned int)(-val)) status->max_hp = 1; else status->max_hp+=val; } break; case SP_MAXSP: if(sd->state.lr_flag != 2) { if (val < 0 && status->max_sp <= (unsigned int)(-val)) status->max_sp = 1; else 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: switch (sd->state.lr_flag) { case 2: switch (sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_SHOTGUN: case W_GATLING: case W_GRENADE: status->rhw.range += val; } break; case 1: status->lhw->range += val; break; default: status->rhw.range += val; break; } break; case SP_ADD_SPEED: //Raw increase if(sd->state.lr_flag != 2) { bonus = status->speed - val; status->speed = cap_value(bonus, 0, USHRT_MAX); } break; case SP_SPEED_RATE: //Non stackable increase if(sd->state.lr_flag != 2 && sd->speed_rate > 100-val) sd->speed_rate = 100-val; break; case SP_SPEED_ADDRATE: //Stackable increase if(sd->state.lr_flag != 2) sd->speed_add_rate -= val; break; case SP_ASPD: //Raw increase if(sd->state.lr_flag != 2) sd->aspd_add -= 10*val; break; case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone if(sd->state.lr_flag != 2) status->aspd_rate -= 10*val; break; case SP_HP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->hprecov_rate += val; break; case SP_SP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->sprecov_rate += val; break; case SP_CRITICAL_DEF: if(sd->state.lr_flag != 2) sd->critical_def += val; break; case SP_NEAR_ATK_DEF: if(sd->state.lr_flag != 2) sd->near_attack_def_rate += val; break; case SP_LONG_ATK_DEF: if(sd->state.lr_flag != 2) sd->long_attack_def_rate += val; break; case SP_DOUBLE_RATE: if(sd->state.lr_flag == 0 && sd->double_rate < val) sd->double_rate = val; break; case SP_DOUBLE_ADD_RATE: if(sd->state.lr_flag == 0) sd->double_add_rate += val; break; case SP_MATK_RATE: if(sd->state.lr_flag != 2) sd->matk_rate += val; break; case SP_IGNORE_DEF_ELE: if(val >= ELE_MAX) { if(battle_config.error_log) ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val); break; } if(!sd->state.lr_flag) sd->right_weapon.ignore_def_ele |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_ele |= 1<state.lr_flag) sd->right_weapon.ignore_def_race |= 1<state.lr_flag == 1) sd->left_weapon.ignore_def_race |= 1<state.lr_flag != 2) sd->atk_rate += val; break; case SP_MAGIC_ATK_DEF: if(sd->state.lr_flag != 2) sd->magic_def_rate += val; break; case SP_MISC_ATK_DEF: if(sd->state.lr_flag != 2) sd->misc_def_rate += val; break; case SP_IGNORE_MDEF_RATE: if(sd->state.lr_flag != 2) { sd->ignore_mdef[RC_NONBOSS] += val; sd->ignore_mdef[RC_BOSS] += val; } break; case SP_IGNORE_MDEF_ELE: if(val >= ELE_MAX) { if(battle_config.error_log) ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val); break; } if(sd->state.lr_flag != 2) sd->ignore_mdef_ele |= 1<state.lr_flag != 2) sd->ignore_mdef_race |= 1<state.lr_flag != 2 && sd->perfect_hit < val) sd->perfect_hit = val; break; case SP_PERFECT_HIT_ADD_RATE: if(sd->state.lr_flag != 2) sd->perfect_hit_add += val; break; case SP_CRITICAL_RATE: if(sd->state.lr_flag != 2) sd->critical_rate+=val; break; case SP_DEF_RATIO_ATK_ELE: if(val >= ELE_MAX) { if(battle_config.error_log) ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val); break; } if(!sd->state.lr_flag) sd->right_weapon.def_ratio_atk_ele |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_ele |= 1<= RC_MAX) { if(battle_config.error_log) ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val); break; } if(!sd->state.lr_flag) sd->right_weapon.def_ratio_atk_race |= 1<state.lr_flag == 1) sd->left_weapon.def_ratio_atk_race |= 1<state.lr_flag != 2) sd->hit_rate += val; break; case SP_FLEE_RATE: if(sd->state.lr_flag != 2) sd->flee_rate += val; break; case SP_FLEE2_RATE: if(sd->state.lr_flag != 2) sd->flee2_rate += val; break; case SP_DEF_RATE: if(sd->state.lr_flag != 2) sd->def_rate += val; break; case SP_DEF2_RATE: if(sd->state.lr_flag != 2) sd->def2_rate += val; break; case SP_MDEF_RATE: if(sd->state.lr_flag != 2) sd->mdef_rate += val; break; case SP_MDEF2_RATE: if(sd->state.lr_flag != 2) sd->mdef2_rate += val; break; case SP_RESTART_FULL_RECOVER: if(sd->state.lr_flag != 2) sd->special_state.restart_full_recover = 1; break; case SP_NO_CASTCANCEL: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel = 1; break; case SP_NO_CASTCANCEL2: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel2 = 1; break; case SP_NO_SIZEFIX: if(sd->state.lr_flag != 2) sd->special_state.no_sizefix = 1; break; case SP_NO_MAGIC_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_magic_damage; sd->special_state.no_magic_damage = cap_value(val,0,100); break; case SP_NO_WEAPON_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_weapon_damage; sd->special_state.no_weapon_damage = cap_value(val,0,100); break; case SP_NO_MISC_DAMAGE: if(sd->state.lr_flag == 2) break; val+= sd->special_state.no_misc_damage; sd->special_state.no_misc_damage = cap_value(val,0,100); break; case SP_NO_GEMSTONE: if(sd->state.lr_flag != 2) sd->special_state.no_gemstone = 1; break; case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG] if(sd->state.lr_flag != 2) { sd->special_state.intravision = 1; clif_status_load(&sd->bl, SI_INTRAVISION, 1); } break; case SP_NO_KNOCKBACK: if(sd->state.lr_flag != 2) sd->special_state.no_knockback = 1; break; case SP_SPLASH_RANGE: if(sd->state.lr_flag != 2 && sd->splash_range < val) sd->splash_range = val; break; case SP_SPLASH_ADD_RANGE: if(sd->state.lr_flag != 2) sd->splash_add_range += val; break; case SP_SHORT_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->short_weapon_damage_return += val; break; case SP_LONG_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->long_weapon_damage_return += val; break; case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here if(sd->state.lr_flag != 2) sd->magic_damage_return += val; break; case SP_ALL_STATS: // [Valaris] if(sd->state.lr_flag!=2) { sd->param_bonus[SP_STR-SP_STR]+=val; sd->param_bonus[SP_AGI-SP_STR]+=val; sd->param_bonus[SP_VIT-SP_STR]+=val; sd->param_bonus[SP_INT-SP_STR]+=val; sd->param_bonus[SP_DEX-SP_STR]+=val; sd->param_bonus[SP_LUK-SP_STR]+=val; } break; case SP_AGI_VIT: // [Valaris] if(sd->state.lr_flag!=2) { sd->param_bonus[SP_AGI-SP_STR]+=val; sd->param_bonus[SP_VIT-SP_STR]+=val; } break; case SP_AGI_DEX_STR: // [Valaris] if(sd->state.lr_flag!=2) { sd->param_bonus[SP_AGI-SP_STR]+=val; sd->param_bonus[SP_DEX-SP_STR]+=val; sd->param_bonus[SP_STR-SP_STR]+=val; } break; case SP_PERFECT_HIDE: // [Valaris] if(sd->state.lr_flag!=2) sd->special_state.perfect_hiding=1; break; case SP_UNBREAKABLE: if(sd->state.lr_flag!=2) sd->unbreakable += val; break; case SP_UNBREAKABLE_WEAPON: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_WEAPON; break; case SP_UNBREAKABLE_ARMOR: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_ARMOR; break; case SP_UNBREAKABLE_HELM: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_HELM; break; case SP_UNBREAKABLE_SHIELD: if(sd->state.lr_flag != 2) sd->unbreakable_equip |= EQP_SHIELD; break; case SP_CLASSCHANGE: // [Valaris] if(sd->state.lr_flag !=2) sd->classchange=val; break; case SP_LONG_ATK_RATE: if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses sd->long_attack_atk_rate+=val; break; case SP_BREAK_WEAPON_RATE: if(sd->state.lr_flag != 2) sd->break_weapon_rate+=val; break; case SP_BREAK_ARMOR_RATE: if(sd->state.lr_flag != 2) sd->break_armor_rate+=val; break; case SP_ADD_STEAL_RATE: if(sd->state.lr_flag != 2) sd->add_steal_rate+=val; break; case SP_DELAYRATE: if(sd->state.lr_flag != 2) sd->delayrate+=val; break; case SP_CRIT_ATK_RATE: if(sd->state.lr_flag != 2) sd->crit_atk_rate += val; break; case SP_NO_REGEN: if(sd->state.lr_flag != 2) sd->regen.state.block|=val; break; case SP_UNSTRIPABLE_WEAPON: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_WEAPON; break; case SP_UNSTRIPABLE: case SP_UNSTRIPABLE_ARMOR: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_ARMOR; break; case SP_UNSTRIPABLE_HELM: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_HELM; break; case SP_UNSTRIPABLE_SHIELD: if(sd->state.lr_flag != 2) sd->unstripable_equip |= EQP_SHIELD; break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[RC_NONBOSS].value += val; sd->right_weapon.hp_drain[RC_BOSS].value += val; } else if(sd->state.lr_flag == 1) { sd->right_weapon.hp_drain[RC_NONBOSS].value += val; sd->right_weapon.hp_drain[RC_BOSS].value += val; } break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].value += val; sd->right_weapon.sp_drain[RC_BOSS].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].value += val; sd->left_weapon.sp_drain[RC_BOSS].value += val; } break; case SP_SP_GAIN_VALUE: if(!sd->state.lr_flag) sd->sp_gain_value += val; break; case SP_HP_GAIN_VALUE: if(!sd->state.lr_flag) sd->hp_gain_value += val; break; default: if(battle_config.error_log) ShowWarning("pc_bonus: unknown type %d %d !\n",type,val); break; } return 0; } /*========================================== * ? 備品による能力等のボ?ナス設定 *------------------------------------------*/ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val) { int i; nullpo_retr(0, sd); switch(type){ case SP_ADDELE: if(type2 >= ELE_MAX) { if(battle_config.error_log) ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2); break; } if(!sd->state.lr_flag) sd->right_weapon.addele[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addele[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addele[type2]+=val; break; case SP_ADDRACE: if(!sd->state.lr_flag) sd->right_weapon.addrace[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addrace[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addrace[type2]+=val; break; case SP_ADDSIZE: if(!sd->state.lr_flag) sd->right_weapon.addsize[type2]+=val; else if(sd->state.lr_flag == 1) sd->left_weapon.addsize[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addsize[type2]+=val; break; case SP_SUBELE: if(type2 >= ELE_MAX) { if(battle_config.error_log) ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2); break; } if(sd->state.lr_flag != 2) sd->subele[type2]+=val; break; case SP_SUBRACE: if(sd->state.lr_flag != 2) sd->subrace[type2]+=val; break; case SP_ADDEFF: if (type2 > SC_MAX) { ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2); break; } pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), type2, sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0); break; case SP_ADDEFF2: if (type2 > SC_MAX) { ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2); break; } pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), type2, sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0); break; case SP_RESEFF: if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2); break; } if(sd->state.lr_flag == 2) break; i = sd->reseff[type2-SC_COMMON_MIN]+val; sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000); break; case SP_MAGIC_ADDELE: if(type2 >= ELE_MAX) { if(battle_config.error_log) ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2); break; } if(sd->state.lr_flag != 2) sd->magic_addele[type2]+=val; break; case SP_MAGIC_ADDRACE: if(sd->state.lr_flag != 2) sd->magic_addrace[type2]+=val; break; case SP_MAGIC_ADDSIZE: if(sd->state.lr_flag != 2) sd->magic_addsize[type2]+=val; break; case SP_ADD_DAMAGE_CLASS: switch (sd->state.lr_flag) { case 0: //Right hand ARR_FIND(0, ARRAYLENGTH(sd->right_weapon.add_dmg), i, sd->right_weapon.add_dmg[i].rate == 0 || sd->right_weapon.add_dmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->right_weapon.add_dmg)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg)); break; } sd->right_weapon.add_dmg[i].class_ = type2; sd->right_weapon.add_dmg[i].rate += val; if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up. memmove(&sd->right_weapon.add_dmg[i], &sd->right_weapon.add_dmg[i+1], sizeof(sd->right_weapon.add_dmg) - (i+1)*sizeof(sd->right_weapon.add_dmg[0])); break; case 1: //Left hand ARR_FIND(0, ARRAYLENGTH(sd->left_weapon.add_dmg), i, sd->left_weapon.add_dmg[i].rate == 0 || sd->left_weapon.add_dmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->left_weapon.add_dmg)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg)); break; } sd->left_weapon.add_dmg[i].class_ = type2; sd->left_weapon.add_dmg[i].rate += val; if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up. memmove(&sd->left_weapon.add_dmg[i], &sd->left_weapon.add_dmg[i+1], sizeof(sd->left_weapon.add_dmg) - (i+1)*sizeof(sd->left_weapon.add_dmg[0])); break; } break; case SP_ADD_MAGIC_DAMAGE_CLASS: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_mdmg)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg)); break; } sd->add_mdmg[i].class_ = type2; sd->add_mdmg[i].rate += val; if (!sd->add_mdmg[i].rate) //Shift the rest of elements up. memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0])); break; case SP_ADD_DEF_CLASS: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_def)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def)); break; } sd->add_def[i].class_ = type2; sd->add_def[i].rate += val; if (!sd->add_def[i].rate) //Shift the rest of elements up. memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0])); break; case SP_ADD_MDEF_CLASS: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2); if (i == ARRAYLENGTH(sd->add_mdef)) { ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef)); break; } sd->add_mdef[i].class_ = type2; sd->add_mdef[i].rate += val; if (!sd->add_mdef[i].rate) //Shift the rest of elements up. memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0])); break; case SP_HP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2; sd->right_weapon.hp_drain[RC_NONBOSS].per += val; sd->right_weapon.hp_drain[RC_BOSS].rate += type2; sd->right_weapon.hp_drain[RC_BOSS].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2; sd->left_weapon.hp_drain[RC_NONBOSS].per += val; sd->left_weapon.hp_drain[RC_BOSS].rate += type2; sd->left_weapon.hp_drain[RC_BOSS].per += val; } break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[RC_NONBOSS].value += type2; sd->right_weapon.hp_drain[RC_NONBOSS].type = val; sd->right_weapon.hp_drain[RC_BOSS].value += type2; sd->right_weapon.hp_drain[RC_BOSS].type = val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[RC_NONBOSS].value += type2; sd->left_weapon.hp_drain[RC_NONBOSS].type = val; sd->left_weapon.hp_drain[RC_BOSS].value += type2; sd->left_weapon.hp_drain[RC_BOSS].type = val; } break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->right_weapon.sp_drain[RC_NONBOSS].per += val; sd->right_weapon.sp_drain[RC_BOSS].rate += type2; sd->right_weapon.sp_drain[RC_BOSS].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->left_weapon.sp_drain[RC_NONBOSS].per += val; sd->left_weapon.sp_drain[RC_BOSS].rate += type2; sd->left_weapon.sp_drain[RC_BOSS].per += val; } break; case SP_SP_DRAIN_VALUE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].value += type2; sd->right_weapon.sp_drain[RC_NONBOSS].type = val; sd->right_weapon.sp_drain[RC_BOSS].value += type2; sd->right_weapon.sp_drain[RC_BOSS].type = val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].value += type2; sd->left_weapon.sp_drain[RC_NONBOSS].type = val; sd->left_weapon.sp_drain[RC_BOSS].value += type2; sd->left_weapon.sp_drain[RC_BOSS].type = val; } break; case SP_SP_VANISH_RATE: if(sd->state.lr_flag != 2) { sd->sp_vanish_rate += type2; sd->sp_vanish_per += val; } break; case SP_GET_ZENY_NUM: if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val) { sd->get_zeny_rate = val; sd->get_zeny_num = type2; } break; case SP_ADD_GET_ZENY_NUM: if(sd->state.lr_flag != 2) { sd->get_zeny_rate += val; sd->get_zeny_num += type2; } break; case SP_WEAPON_COMA_ELE: if(type2 >= ELE_MAX) { if(battle_config.error_log) ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2); break; } if(sd->state.lr_flag == 2) break; sd->weapon_coma_ele[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_WEAPON_COMA_RACE: if(sd->state.lr_flag == 2) break; sd->weapon_coma_race[type2] += val; sd->special_state.bonus_coma = 1; break; case SP_RANDOM_ATTACK_INCREASE: // [Valaris] if(sd->state.lr_flag !=2){ sd->random_attack_increase_add = type2; sd->random_attack_increase_per += val; } break; case SP_WEAPON_ATK: if(sd->state.lr_flag != 2) sd->weapon_atk[type2]+=val; break; case SP_WEAPON_ATK_RATE: if(sd->state.lr_flag != 2) sd->weapon_atk_rate[type2]+=val; break; case SP_CRITICAL_ADDRACE: if(sd->state.lr_flag != 2) sd->critaddrace[type2] += val*10; break; case SP_ADDEFF_WHENHIT: if (type2 > SC_MAX) { ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), type2, val, 0, 0); break; case SP_SKILL_ATK: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2); if (i == ARRAYLENGTH(sd->skillatk)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val); break; } if (sd->skillatk[i].id == type2) sd->skillatk[i].val += val; else { sd->skillatk[i].id = type2; sd->skillatk[i].val = val; } break; case SP_SKILL_HEAL: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val); break; } if (sd->skillheal[i].id == type2) sd->skillheal[i].val += val; else { sd->skillheal[i].id = type2; sd->skillheal[i].val = val; } break; case SP_ADD_SKILL_BLOW: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2); if (i == ARRAYLENGTH(sd->skillblown)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val); break; } if(sd->skillblown[i].id == type2) sd->skillblown[i].val += val; else { sd->skillblown[i].id = type2; sd->skillblown[i].val = val; } break; case SP_CASTRATE: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2); if (i == ARRAYLENGTH(sd->skillcast)) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bCastRate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillcast), type2, val); break; } if(sd->skillcast[i].id == type2) sd->skillcast[i].val += val; else { sd->skillcast[i].id = type2; sd->skillcast[i].val = val; } break; case SP_HP_LOSS_RATE: if(sd->state.lr_flag != 2) { sd->hp_loss.value = type2; sd->hp_loss.rate = val; } break; case SP_HP_REGEN_RATE: if(sd->state.lr_flag != 2) { sd->hp_regen.value = type2; sd->hp_regen.rate = val; } break; case SP_ADDRACE2: if (!(type2 > 0 && type2 < MAX_MOB_RACE_DB)) break; if(sd->state.lr_flag != 2) sd->right_weapon.addrace2[type2] += val; else sd->left_weapon.addrace2[type2] += val; break; case SP_SUBSIZE: if(sd->state.lr_flag != 2) sd->subsize[type2]+=val; break; case SP_SUBRACE2: if(sd->state.lr_flag != 2) sd->subrace2[type2]+=val; break; case SP_ADD_ITEM_HEAL_RATE: if(sd->state.lr_flag == 2) break; if (type2 < MAX_ITEMGROUP) { //Group bonus sd->itemgrouphealrate[type2] += val; break; } //Standard item bonus. for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++); if(i == ARRAYLENGTH(sd->itemhealrate)) { ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate)); break; } sd->itemhealrate[i].nameid = type2; sd->itemhealrate[i].rate += val; break; case SP_EXP_ADDRACE: if(sd->state.lr_flag != 2) sd->expaddrace[type2]+=val; break; case SP_SP_GAIN_RACE: if(sd->state.lr_flag != 2) sd->sp_gain_race[type2]+=val; break; case SP_ADD_MONSTER_DROP_ITEM: if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, (1<state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, (1<state.lr_flag != 2) { sd->sp_loss.value = type2; sd->sp_loss.rate = val; } break; case SP_SP_REGEN_RATE: if(sd->state.lr_flag != 2) { sd->sp_regen.value = type2; sd->sp_regen.rate = val; } break; case SP_HP_DRAIN_VALUE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[type2].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[type2].value += val; } break; case SP_SP_DRAIN_VALUE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[type2].value += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[type2].value += val; } break; case SP_IGNORE_MDEF_RATE: if(sd->state.lr_flag != 2) sd->ignore_mdef[type2] += val; break; default: if(battle_config.error_log) ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val); break; } return 0; } int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) { nullpo_retr(0, sd); switch(type){ case SP_ADD_MONSTER_DROP_ITEM: if(sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, 1<state.lr_flag != 2) { int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), target?-type2:type2, type3, val, 0, current_equip_card_id); } break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) { int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), target?-type2:type2, type3, val, 0, current_equip_card_id); } break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->right_weapon.sp_drain[RC_NONBOSS].per += type3; sd->right_weapon.sp_drain[RC_NONBOSS].type = val; sd->right_weapon.sp_drain[RC_BOSS].rate += type2; sd->right_weapon.sp_drain[RC_BOSS].per += type3; sd->right_weapon.sp_drain[RC_BOSS].type = val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2; sd->left_weapon.sp_drain[RC_NONBOSS].per += type3; sd->left_weapon.sp_drain[RC_NONBOSS].type = val; sd->left_weapon.sp_drain[RC_BOSS].rate += type2; sd->left_weapon.sp_drain[RC_BOSS].per += type3; sd->left_weapon.sp_drain[RC_BOSS].type = val; } break; case SP_HP_DRAIN_RATE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.hp_drain[type2].rate += type3; sd->right_weapon.hp_drain[type2].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.hp_drain[type2].rate += type3; sd->left_weapon.hp_drain[type2].per += val; } break; case SP_SP_DRAIN_RATE_RACE: if(!sd->state.lr_flag) { sd->right_weapon.sp_drain[type2].rate += type3; sd->right_weapon.sp_drain[type2].per += val; } else if(sd->state.lr_flag == 1) { sd->left_weapon.sp_drain[type2].rate += type3; sd->left_weapon.sp_drain[type2].per += val; } break; case SP_ADD_MONSTER_DROP_ITEMGROUP: if (sd->state.lr_flag != 2) pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, type2, 1< SC_MAX) { ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2); break; } pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), type2, sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val); break; case SP_ADDEFF_WHENHIT: if (type2 > SC_MAX) { ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2); break; } if(sd->state.lr_flag != 2) pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), type2, type3, 0, val); break; default: if(battle_config.error_log) ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val); break; } return 0; } int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val) { nullpo_retr(0, sd); switch(type){ case SP_AUTOSPELL: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id); break; default: if(battle_config.error_log) ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val); break; } return 0; } int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val) { nullpo_retr(0, sd); switch(type){ case SP_AUTOSPELL: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); break; default: if(battle_config.error_log) ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val); break; } return 0; } /*========================================== * Grants a player a given skill. Flag values are: * 0 - Grant skill unconditionally and forever (only this one invokes status_calc_pc, * as the other two are assumed to be invoked from within it) * 1 - Grant an item skill (temporary) * 2 - Like 1, except the level granted can stack with previously learned level. *------------------------------------------*/ int pc_skill(TBL_PC* sd, int id, int level, int flag) { nullpo_retr(0, sd); if( id <= 0 || id >= MAX_SKILL || skill_db[id].name == NULL) { if( battle_config.error_log ) ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id); return 0; } if( level > MAX_SKILL_LEVEL ) { if( battle_config.error_log ) ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL); return 0; } switch( flag ){ case 0: //Set skill data overwriting whatever was there before. sd->status.skill[id].id = id; sd->status.skill[id].lv = level; sd->status.skill[id].flag = 0; if( !level ) //Remove skill. sd->status.skill[id].id = 0; if( !skill_get_inf(id) ) //Only recalculate for passive skills. status_calc_pc(sd, 0); clif_skillinfoblock(sd); break; case 2: //Add skill bonus on top of what you had. if( sd->status.skill[id].id == id ){ if( !sd->status.skill[id].flag ) // Store previous level. sd->status.skill[id].flag = sd->status.skill[id].lv + 2; } else { sd->status.skill[id].id = id; sd->status.skill[id].flag = 1; //Set that this is a bonus skill. } sd->status.skill[id].lv += level; break; case 1: //Item bonus skill. if( sd->status.skill[id].lv >= level ) return 0; if( sd->status.skill[id].id == id ){ if( !sd->status.skill[id].flag ) //Non-granted skill, store it's level. sd->status.skill[id].flag = sd->status.skill[id].lv + 2; } else { sd->status.skill[id].id = id; sd->status.skill[id].flag = 1; } sd->status.skill[id].lv = level; break; default: //Unknown flag? return 0; } return 1; } /*========================================== * カ?ド?入 *------------------------------------------*/ int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip) { int i, ep; int nameid, cardid; nullpo_retr(0, sd); if(idx_card < 0 || idx_card >= MAX_INVENTORY || !sd->inventory_data[idx_card]) return 0; //Invalid card index. if(idx_equip < 0 || idx_equip >= MAX_INVENTORY || !sd->inventory_data[idx_equip]) return 0; //Invalid item index. nameid=sd->status.inventory[idx_equip].nameid; cardid=sd->status.inventory[idx_card].nameid; ep=sd->inventory_data[idx_card]->equip; //Check validity if( nameid <= 0 || cardid <= 0 || sd->status.inventory[idx_equip].amount < 1 || //These two should never be required due to pc_delitem zero'ing the data. sd->status.inventory[idx_card].amount < 1 || (sd->inventory_data[idx_equip]->type!=IT_WEAPON && sd->inventory_data[idx_equip]->type!=IT_ARMOR)|| sd->inventory_data[idx_card]->type!=IT_CARD || // Prevent Hack [Ancyker] sd->status.inventory[idx_equip].identify==0 || itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) || !(sd->inventory_data[idx_equip]->equip&ep) || (sd->inventory_data[idx_equip]->type==IT_WEAPON && ep==EQP_SHIELD) || //Card shield attempted to place on left-hand weapon. 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) { //Free slot found. sd->status.inventory[idx_equip].card[i]=cardid; clif_insert_card(sd,idx_equip,idx_card,0); pc_delitem(sd,idx_card,1,1); return 0; } } clif_insert_card(sd,idx_equip,idx_card,1); return 0; } // // アイテム物 // /*========================================== * スキルによる買い値修正 *------------------------------------------*/ int pc_modifybuyvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate1 = 0,rate2 = 0; if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント rate1 = 5+skill*2-((skill==10)? 1:0); if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント rate2 = 5+skill*4; if(rate1 < rate2) rate1 = rate2; if(rate1) val = (int)((double)orig_value*(double)(100-rate1)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } /*========================================== * スキルによる?り値修正 *------------------------------------------*/ int pc_modifysellvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate = 0; if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オ?バ?チャ?ジ rate = 5+skill*2-((skill==10)? 1:0); if(rate) val = (int)((double)orig_value*(double)(100+rate)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } /*========================================== * アイテムを買った暫ノ、新しいアイテム欄を使うか、 * 3万個制限にかかるか確認 *------------------------------------------*/ int pc_checkadditem(struct map_session_data *sd,int nameid,int amount) { int i; nullpo_retr(0, sd); if(!itemdb_isstackable(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) { nullpo_retr(0, sd); if(sd->state.finalsave) return 1; if (zeny < 0) return pc_getzeny(sd, -zeny); if (sd->status.zeny < zeny) return 1; //Not enough. sd->status.zeny-=zeny; clif_updatestatus(sd,SP_ZENY); return 0; } /*========================================== * お金を得る *------------------------------------------*/ int pc_getzeny(struct map_session_data *sd,int zeny) { nullpo_retr(0, sd); if(sd->state.finalsave) return 1; if(zeny < 0) return pc_payzeny(sd, -zeny); if (sd->status.zeny > MAX_ZENY -zeny) return 1; //Overflow sd->status.zeny+=zeny; clif_updatestatus(sd,SP_ZENY); if(zeny > 0 && sd->state.showzeny){ char output[255]; sprintf(output, "Gained %dz.", zeny); clif_disp_onlyself(sd,output,strlen(output)); } return 0; } /*========================================== * アイテムを探して、インデックスを返す *------------------------------------------*/ int pc_search_inventory(struct map_session_data *sd,int item_id) { int i; nullpo_retr(-1, sd); for(i=0;istatus.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0)) return i; } return -1; } /*========================================== * アイテム追加。個?のみitem構造?の?字を無視 *------------------------------------------*/ int pc_additem(struct map_session_data *sd,struct item *item_data,int amount) { struct item_data *data; int i; unsigned int w; nullpo_retr(1, sd); nullpo_retr(1, item_data); if(sd->state.finalsave) return 1; if(item_data->nameid <= 0 || amount <= 0) return 1; if(amount > MAX_AMOUNT) return 5; data = itemdb_search(item_data->nameid); w = data->weight*amount; if(w > sd->max_weight - sd->weight) return 2; i = MAX_INVENTORY; if (itemdb_isstackable2(data)) { //Stackable for (i = 0; i < MAX_INVENTORY; i++) { if(sd->status.inventory[i].nameid == item_data->nameid && memcmp(&sd->status.inventory[i].card,&item_data->card, sizeof(item_data->card))==0) { if (amount > MAX_AMOUNT - sd->status.inventory[i].amount) return 5; sd->status.inventory[i].amount += amount; clif_additem(sd,i,amount,0); break; } } } if (i >= MAX_INVENTORY){ i = pc_search_inventory(sd,0); if(i<0) return 4; memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0])); // clear equips field first, just in case if (item_data->equip) sd->status.inventory[i].equip = 0; sd->status.inventory[i].amount = amount; sd->inventory_data[i] = data; clif_additem(sd,i,amount,0); } sd->weight += w; clif_updatestatus(sd,SP_WEIGHT); //Auto-equip if(data->flag.autoequip) pc_equipitem(sd, i, data->equip); return 0; } /*========================================== * 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 0; if(amount <= 0) return 0; if(sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 || sd->status.inventory[n].amount < amount || sd->state.trading || sd->vender_id != 0 || !sd->inventory_data[n] //pc_delitem would fail on this case. ) return 0; if (map[sd->bl.m].flag.nodrop) { clif_displaymessage (sd->fd, msg_txt(271)); return 0; //Can't drop items in nodrop mapflag maps. } if (!pc_candrop(sd,&sd->status.inventory[n])) { clif_displaymessage (sd->fd, msg_txt(263)); return 0; } //Logs items, dropped by (P)layers [Lupus] if(log_config.enable_logs&0x8) log_pick_pc(sd, "P", sd->status.inventory[n].nameid, -amount, (struct item*)&sd->status.inventory[n]); //Logs if (!map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 2)) return 0; pc_delitem(sd, n, amount, 0); return 1; } /*========================================== * アイテムを拾う *------------------------------------------*/ int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem) { int flag=0; unsigned int tick = gettick(); struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL; struct party_data *p=NULL; nullpo_retr(0, sd); nullpo_retr(0, fitem); if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED) return 0; // 距離が遠い if (sd->status.party_id) p = party_search(sd->status.party_id); if(fitem->first_get_id > 0 && fitem->first_get_id != sd->bl.id) { first_sd = map_id2sd(fitem->first_get_id); if(DIFF_TICK(tick,fitem->first_get_tick) < 0) { if (!(p && p->party.item&1 && first_sd && first_sd->status.party_id == sd->status.party_id )) return 0; } else if(fitem->second_get_id > 0 && fitem->second_get_id != sd->bl.id) { second_sd = map_id2sd(fitem->second_get_id); if(DIFF_TICK(tick, fitem->second_get_tick) < 0) { if(!(p && p->party.item&1 && ((first_sd && first_sd->status.party_id == sd->status.party_id) || (second_sd && second_sd->status.party_id == sd->status.party_id)) )) return 0; } else if(fitem->third_get_id > 0 && fitem->third_get_id != sd->bl.id) { third_sd = map_id2sd(fitem->third_get_id); if(DIFF_TICK(tick,fitem->third_get_tick) < 0) { if(!(p && p->party.item&1 && ((first_sd && first_sd->status.party_id == sd->status.party_id) || (second_sd && second_sd->status.party_id == sd->status.party_id) || (third_sd && third_sd->status.party_id == sd->status.party_id)) )) return 0; } } } } //This function takes care of giving the item to whoever should have it, considering party-share options. if ((flag = party_share_loot(p,sd,&fitem->item_data, fitem->first_get_id))) { clif_additem(sd,0,0,flag); return 1; } //Display pickup animation. pc_stop_attack(sd); clif_takeitem(&sd->bl,&fitem->bl); map_clearflooritem(fitem->bl.id); return 1; } int pc_isUseitem(struct map_session_data *sd,int n) { struct item_data *item; int nameid; nullpo_retr(0, sd); item = sd->inventory_data[n]; nameid = sd->status.inventory[n].nameid; if(item == NULL) return 0; //Not consumable item if(item->type != 0 && item->type != 2) return 0; if(!item->script) //if it has no script, you can't really consume it! return 0; //Anodyne (can't use Anodyne's Endure at GVG) if(nameid == 605 && map_flag_gvg(sd->bl.m)) return 0; //Fly Wing (can't use at GVG and when noteleport flag is on) if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map_flag_gvg(sd->bl.m))) { clif_skill_teleportmessage(sd,0); return 0; } //Fly Wing/Butterfly Wing (can't use when you in duel) [LuzZza] if((nameid == 601 || nameid == 602) && (!battle_config.duel_allow_teleport && sd->duel_group)) { clif_displaymessage(sd->fd, "Duel: Can't use this item in duel."); return 0; } //Butterfly Wing (can't use noreturn flag is on) if(nameid == 602 && map[sd->bl.m].flag.noreturn) return 0; //Dead Branch & Red Pouch & Bloody Branch & Poring Box (can't use at GVG and when nobranch flag is on) if((nameid == 604 || nameid == 12024 || nameid == 12103 || nameid == 12109) && (map[sd->bl.m].flag.nobranch || map_flag_gvg(sd->bl.m))) return 0; //Anodyne/Aleovera not usable while sitting. if ((nameid == 605 || nameid == 606) && pc_issit(sd)) return 0; //added item_noequip.txt items check by Maya&[Lupus] if ( (map[sd->bl.m].flag.pvp && item->flag.no_equip&1) || // PVP (map_flag_gvg(sd->bl.m) && item->flag.no_equip&2) || // GVG (map[sd->bl.m].flag.restricted && item->flag.no_equip&map[sd->bl.m].zone) // Zone restriction ) return 0; //Gender check if(item->sex != 2 && sd->status.sex != item->sex) return 0; //Required level check if(item->elv && sd->status.base_level < (unsigned int)item->elv) return 0; //Not equipable by class. [Skotlex] if (!( (1<<(sd->class_&MAPID_BASEMASK)) & (item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)]) )) return 0; //Not usable by upper class. [Skotlex] if(!( (1<<(sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0))) & item->class_upper )) return 0; //Dead Branch & Bloody Branch & Porings Box if((log_config.branch > 0) && (nameid == 604 || nameid == 12103 || nameid == 12109)) log_branch(sd); return 1; } /*========================================== * アイテムを使う *------------------------------------------*/ int pc_useitem(struct map_session_data *sd,int n) { unsigned int tick = gettick(); int amount; struct script_code *script; nullpo_retr(0, sd); if(sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0) return 0; if(!pc_isUseitem(sd,n)) return 0; //Prevent mass item usage. [Skotlex] if(DIFF_TICK(sd->canuseitem_tick, tick) > 0) return 0; if (sd->sc.count && ( sd->sc.data[SC_BERSERK].timer!=-1 || sd->sc.data[SC_MARIONETTE].timer!=-1 || (sd->sc.data[SC_GRAVITATION].timer!=-1 && sd->sc.data[SC_GRAVITATION].val3 == BCT_SELF) || sd->sc.data[SC_TRICKDEAD].timer != -1 || sd->sc.data[SC_BLADESTOP].timer != -1 || (sd->sc.data[SC_NOCHAT].timer!=-1 && sd->sc.data[SC_NOCHAT].val1&MANNER_NOITEM) )) return 0; sd->itemid = sd->status.inventory[n].nameid; sd->itemindex = n; amount = sd->status.inventory[n].amount; script = sd->inventory_data[n]->script; //Check if the item is to be consumed immediately [Skotlex] if (sd->inventory_data[n]->flag.delay_consume) clif_useitemack(sd,n,amount,1); else { clif_useitemack(sd,n,amount-1,1); //Logs (C)onsumable items [Lupus] if(log_config.enable_logs&0x100) log_pick_pc(sd, "C", sd->status.inventory[n].nameid, -1, &sd->status.inventory[n]); //Logs pc_delitem(sd,n,1,1); } if(sd->status.inventory[n].card[0]==CARD0_CREATE && pc_famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST)) { potion_flag = 2; // Famous player's potions have 50% more efficiency if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ROGUE) potion_flag = 3; //Even more effective potions. } sd->canuseitem_tick= tick + battle_config.item_use_interval; //Update item use time. run_script(script,0,sd->bl.id,fake_nd->bl.id); potion_flag = 0; return 1; } /*========================================== * 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(sd->state.finalsave) return 1; if(item_data->nameid <= 0 || amount <= 0) return 1; data = itemdb_search(item_data->nameid); if(!itemdb_cancartstore(item_data, pc_isGM(sd))) { //Check item trade restrictions [Skotlex] clif_displaymessage (sd->fd, msg_txt(264)); return 1; } if((w=data->weight*amount) + sd->cart_weight > battle_config.max_cart_weight) return 1; i=MAX_CART; if(itemdb_isstackable2(data)){ for(i=0;istatus.cart[i].nameid==item_data->nameid && sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] && sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){ if(sd->status.cart[i].amount+amount > MAX_AMOUNT) return 1; sd->status.cart[i].amount+=amount; clif_cart_additem(sd,i,amount,0); break; } } } if(i >= MAX_CART){ for(i=0;istatus.cart[i].nameid==0){ memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0])); sd->status.cart[i].amount=amount; sd->cart_num++; clif_cart_additem(sd,i,amount,0); break; } } if(i >= MAX_CART) return 1; } sd->cart_weight += w; clif_updatestatus(sd,SP_CARTINFO); return 0; } /*========================================== * カ?トアイテムを減らす *------------------------------------------*/ int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type) { nullpo_retr(1, sd); if(sd->state.finalsave) return 1; if(sd->status.cart[n].nameid==0 || sd->status.cart[n].amountstatus.cart[n].amount -= amount; sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ; if(sd->status.cart[n].amount <= 0){ memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0])); sd->cart_num--; } if(!type) { clif_cart_delitem(sd,n,amount); clif_updatestatus(sd,SP_CARTINFO); } return 0; } /*========================================== * カ?トへアイテム移動 *------------------------------------------*/ int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) { struct item *item_data; nullpo_retr(0, sd); if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex] return 1; item_data = &sd->status.inventory[idx]; if (item_data->nameid==0 || amount < 1 || item_data->amountvender_id) return 1; if (pc_cart_additem(sd,item_data,amount) == 0) return pc_delitem(sd,idx,amount,0); return 1; } /*========================================== * カ?ト?のアイテム?確認(個?の差分を返す) *------------------------------------------*/ int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount) { struct item *item_data; nullpo_retr(-1, sd); nullpo_retr(-1, item_data=&sd->status.cart[idx]); if( item_data->nameid==0 || !item_data->amount) return -1; return item_data->amount-amount; } /*========================================== * カ?トからアイテム移動 *------------------------------------------*/ int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount) { struct item *item_data; int flag; nullpo_retr(0, sd); if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex] return 1; item_data=&sd->status.cart[idx]; if(item_data->nameid==0 || amount < 1 || item_data->amountvender_id ) return 1; if((flag = pc_additem(sd,item_data,amount)) == 0) return pc_cart_delitem(sd,idx,amount,0); clif_additem(sd,0,0,flag); return 1; } /*========================================== * スティル品公開 *------------------------------------------*/ int pc_show_steal(struct block_list *bl,va_list ap) { struct map_session_data *sd; int itemid; struct item_data *item=NULL; char output[100]; sd=va_arg(ap,struct map_session_data *); itemid=va_arg(ap,int); if((item=itemdb_exists(itemid))==NULL) sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid); else sprintf(output,"%s stole %s.",sd->status.name,item->jname); clif_displaymessage( ((struct map_session_data *)bl)->fd, output); return 0; } /*========================================== * *------------------------------------------*/ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv) { int i,rate,itemid,flag; struct status_data *sd_status, *md_status; struct mob_data *md; struct item tmp_item; if(!sd || !bl || bl->type!=BL_MOB) return 0; md = (TBL_MOB *)bl; if(md->state.steal_flag == UCHAR_MAX || md->sc.opt1) //already stolen from / status change check return 0; sd_status= status_get_status_data(&sd->bl); md_status= status_get_status_data(bl); if(md->master_id || md_status->mode&MD_BOSS || (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris] map[bl->m].flag.nomobloot || // check noloot map flag [Lorky] (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus] md->state.steal_flag++ >= battle_config.skill_steal_max_tries) ) { //Can't steal from md->state.steal_flag = UCHAR_MAX; return 0; } rate = battle_config.skill_steal_type ? (sd_status->dex - md_status->dex)/2 + lv*6 + 10 : (sd_status->dex - md_status->dex) + lv*3 + 10; rate += sd->add_steal_rate; //Better make the steal_Rate addition affect % rather than an absolute on top of the total drop rate. [Skotlex] if (rate < 1) return 0; //preliminar statistical data hints at this behaviour: //each steal attempt: try to steal against ONE mob drop, and no more. i = rand()%(MAX_STEAL_DROP); //You can't steal from the last slot. if(rand() % 10000 >= md->db->dropitem[i].p*rate/100) return 0; itemid = md->db->dropitem[i].nameid; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = itemid; tmp_item.amount = 1; tmp_item.identify = itemdb_isidentified(itemid); flag = pc_additem(sd,&tmp_item,1); //TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise? md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more if(flag) { //Failed to steal due to overweight clif_additem(sd,0,0,flag); return 0; } if(battle_config.show_steal_in_same_party) party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid); //Logs items, Stolen from mobs [Lupus] if(log_config.enable_logs&0x80) { log_pick_mob(md, "M", itemid, -1, NULL); log_pick_pc(sd, "P", itemid, 1, NULL); } //A Rare Steal Global Announce by Lupus if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) { struct item_data *i_data; char message[128]; i_data = itemdb_search(itemid); sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, i_data->jname, (float)md->db->dropitem[i].p/100); //MSG: "'%s' stole %s's %s (chance: %0.02f%%)" intif_GMmessage(message,strlen(message)+1,0); } return 1; } /*========================================== * *------------------------------------------*/ int pc_steal_coin(struct map_session_data *sd,struct block_list *target) { int rate,skill; struct mob_data *md; if(!sd || !target || target->type != BL_MOB) return 0; md = (TBL_MOB*)target; if(md->state.steal_coin_flag || md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1) return 0; if (md->class_>=1324 && md->class_<1364) return 0; skill = pc_checkskill(sd,RG_STEALCOIN)*10; rate = skill + (sd->status.base_level - md->level)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2; if(rand()%1000 < rate) { pc_getzeny(sd,md->level*10 + rand()%100); md->state.steal_coin_flag = 1; return 1; } return 0; } // // // /*========================================== * Set's a player position. * Return values: * 0 - Success. * 1 - Invalid map index. * 2 - Map not in this map-server, and failed to locate alternate map-server. * 3 - Failed to warp player because it was in transition between maps. *------------------------------------------*/ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,int clrtype) { int m; nullpo_retr(0, sd); if (!mapindex || !mapindex_id2name(mapindex)) { ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex); return 1; } m=map_mapindex2mapid(mapindex); if (sd->mapindex != mapindex) { //Misc map-changing settings if (sd->sc.count) { //Cancel some map related stuff. if (sd->sc.data[SC_JAILED].timer != -1) return 1; //You may not get out! if (sd->sc.data[SC_WARM].timer != -1) status_change_end(&sd->bl,SC_WARM,-1); if (sd->sc.data[SC_SUN_COMFORT].timer != -1) status_change_end(&sd->bl,SC_SUN_COMFORT,-1); if (sd->sc.data[SC_MOON_COMFORT].timer != -1) status_change_end(&sd->bl,SC_MOON_COMFORT,-1); if (sd->sc.data[SC_STAR_COMFORT].timer != -1) status_change_end(&sd->bl,SC_STAR_COMFORT,-1); if (sd->sc.data[SC_KNOWLEDGE].timer != -1) { delete_timer(sd->sc.data[SC_KNOWLEDGE].timer, status_change_timer); sd->sc.data[SC_KNOWLEDGE].timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sd->sc.data[SC_KNOWLEDGE].val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE); } } if (battle_config.clear_unit_onwarp&BL_PC) skill_clear_unitgroup(&sd->bl); party_send_dot_remove(sd); //minimap dot fix [Kevin] guild_send_dot_remove(sd); if (sd->regen.state.gc) sd->regen.state.gc = 0; } if(m<0) { if(sd->mapindex) { uint32 ip; uint16 port; if(map_mapname2ipport(mapindex,&ip,&port)==0) { unit_remove_map(&sd->bl,clrtype); sd->mapindex = mapindex; sd->bl.x=x; sd->bl.y=y; sd->state.waitingdisconnect=1; pc_clean_skilltree(sd); if(sd->status.pet_id > 0 && sd->pd) { intif_save_petdata(sd->status.account_id,&sd->pd->pet); unit_remove_map(&sd->pd->bl, clrtype); } if(merc_is_hom_active(sd->hd)) //Hom is auto-saved in chrif_save unit_remove_map(&sd->hd->bl, clrtype); chrif_save(sd,2); chrif_changemapserver(sd, mapindex, x, y, ip, (short)port); return 0; } } return 2; } if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys) x=y=0; if((x==0 && y==0) || (map_getcell(m, x, y, CELL_CHKNOPASS) && #ifdef CELL_NOSTACK !map_getcell(m, x, y, CELL_CHKSTACK) && #endif !map_getcell(m, x, y, CELL_CHKICEWALL)) ){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex] if(x||y) { if(battle_config.error_log) ShowError("pc_setpos: attempt to place player %s (%d:%d) on non-walkable tile (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y); } do { x=rand()%(map[m].xs-2)+1; y=rand()%(map[m].ys-2)+1; } while(map_getcell(m,x,y,CELL_CHKNOPASS)); } if(sd->bl.prev != NULL){ unit_remove_map(&sd->bl, clrtype); if(sd->status.pet_id > 0 && sd->pd) unit_remove_map(&sd->pd->bl, clrtype); if(merc_is_hom_active(sd->hd)) unit_remove_map(&sd->hd->bl, clrtype); clif_changemap(sd,map[m].index,x,y); // [MouseJstr] } else if(sd->state.auth) //Tag player for rewarping after map-loading is done. [Skotlex] sd->state.rewarp = 1; sd->mapindex = mapindex; sd->bl.m = m; sd->bl.x = sd->ud.to_x = x; sd->bl.y = sd->ud.to_y = y; if (sd->status.guild_id > 0 && map[m].flag.gvg_castle) { // Increased guild castle regen [Valaris] struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); if(gc && gc->guild_id == sd->status.guild_id) sd->regen.state.gc = 1; } if(sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0) { sd->pd->bl.m = m; sd->pd->bl.x = sd->pd->ud.to_x = x; sd->pd->bl.y = sd->pd->ud.to_y = y; sd->pd->ud.dir = sd->ud.dir; } if(merc_is_hom_active(sd->hd)) { //orn sd->hd->bl.m = m; sd->hd->bl.x = sd->hd->ud.to_x = x; sd->hd->bl.y = sd->hd->ud.to_y = y; sd->hd->ud.dir = sd->ud.dir; } 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) return pc_setpos(sd,map[sd->bl.m].index,x,y,type); return 0; } /*========================================== * 現在位置のメモ *------------------------------------------*/ int pc_memo(struct map_session_data *sd, int i) { int skill; int j; nullpo_retr(0, sd); skill = pc_checkskill(sd, AL_WARP); if (i >= MIN_PORTAL_MEMO) i -= MIN_PORTAL_MEMO; else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) { clif_skill_teleportmessage(sd, 1); return 0; } if (skill < 1) { clif_skill_memo(sd,2); } if (skill < 2 || i < -1 || i > 2) { clif_skill_memo(sd, 1); return 0; } for(j = 0 ; j < 3; j++) { if (sd->status.memo_point[j].map == map[sd->bl.m].index) { i = j; break; } } if (i == -1) { for(i = skill - 3; i >= 0; i--) { memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i], sizeof(struct point)); } i = 0; } sd->status.memo_point[i].map = map[sd->bl.m].index; sd->status.memo_point[i].x = sd->bl.x; sd->status.memo_point[i].y = sd->bl.y; clif_skill_memo(sd, 0); return 1; } // // 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>=GD_SKILLBASE){ struct guild *g; if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL) return guild_checkskill(g,skill_id); return 0; } if(sd->status.skill[skill_id].id == skill_id) return (sd->status.skill[skill_id].lv); return 0; } /*========================================== * 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) { const int scw_list[] = { SC_TWOHANDQUICKEN, SC_ONEHAND, SC_AURABLADE, SC_PARRYING, SC_SPEARQUICKEN, SC_ADRENALINE, SC_ADRENALINE2, SC_GATLINGFEVER }; const int scs_list[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD }; int i; nullpo_retr(0, sd); if(!sd->sc.count) return 0; for (i = 0; i < sizeof(scw_list)/sizeof(scw_list[0]); i++) { // Skills requiring specific weapon types if(sd->sc.data[scw_list[i]].timer!=-1 && !pc_check_weapontype(sd,skill_get_weapontype(StatusSkillChangeTable[scw_list[i]]))) status_change_end(&sd->bl,scw_list[i],-1); } if(sd->sc.data[SC_SPURT].timer!=-1 && sd->status.weapon) // Spurt requires bare hands (feet, in fact xD) status_change_end(&sd->bl,SC_SPURT,-1); if(sd->status.shield <= 0) { // Skills requiring a shield for (i = 0; i < sizeof(scs_list)/sizeof(scs_list[0]); i++) if(sd->sc.data[scs_list[i]].timer!=-1) status_change_end(&sd->bl,scs_list[i],-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;iequip_index[i]; } return -1; } /*========================================== * Convert's from the client's lame Job ID system * to the map server's 'makes sense' system. [Skotlex] *------------------------------------------*/ int pc_jobid2mapid(unsigned short b_class) { int class_ = 0; if (b_class >= JOB_BABY && b_class <= JOB_SUPER_BABY) { if (b_class == JOB_SUPER_BABY) b_class = JOB_SUPER_NOVICE; else b_class -= JOB_BABY; class_|= JOBL_BABY; } else if (b_class >= JOB_NOVICE_HIGH && b_class <= JOB_PALADIN2) { b_class -= JOB_NOVICE_HIGH; class_|= JOBL_UPPER; } if (b_class >= JOB_KNIGHT && b_class <= JOB_KNIGHT2) class_|= JOBL_2_1; else if (b_class >= JOB_CRUSADER && b_class <= JOB_CRUSADER2) class_|= JOBL_2_2; switch (b_class) { case JOB_NOVICE: case JOB_SWORDMAN: case JOB_MAGE: case JOB_ARCHER: case JOB_ACOLYTE: case JOB_MERCHANT: case JOB_THIEF: class_ |= b_class; break; case JOB_KNIGHT: case JOB_KNIGHT2: case JOB_CRUSADER: case JOB_CRUSADER2: class_ |= MAPID_SWORDMAN; break; case JOB_PRIEST: case JOB_MONK: class_ |= MAPID_ACOLYTE; break; case JOB_WIZARD: case JOB_SAGE: class_ |= MAPID_MAGE; break; case JOB_BLACKSMITH: case JOB_ALCHEMIST: class_ |= MAPID_MERCHANT; break; case JOB_HUNTER: case JOB_BARD: case JOB_DANCER: class_ |= MAPID_ARCHER; break; case JOB_ASSASSIN: case JOB_ROGUE: class_ |= MAPID_THIEF; break; case JOB_STAR_GLADIATOR: case JOB_STAR_GLADIATOR2: class_ |= JOBL_2_1; class_ |= MAPID_TAEKWON; break; case JOB_SOUL_LINKER: class_ |= JOBL_2_2; case JOB_TAEKWON: class_ |= MAPID_TAEKWON; break; case JOB_WEDDING: class_ = MAPID_WEDDING; break; case JOB_SUPER_NOVICE: //Super Novices are considered 2-1 novices. [Skotlex] class_ |= JOBL_2_1; break; case JOB_GUNSLINGER: class_ |= MAPID_GUNSLINGER; break; case JOB_NINJA: class_ |= MAPID_NINJA; break; case JOB_XMAS: class_ = MAPID_XMAS; break; default: return -1; } return class_; } //Reverts the map-style class id to the client-style one. int pc_mapid2jobid(unsigned short class_, int sex) { switch(class_) { case MAPID_NOVICE: return JOB_NOVICE; case MAPID_SWORDMAN: return JOB_SWORDMAN; case MAPID_MAGE: return JOB_MAGE; case MAPID_ARCHER: return JOB_ARCHER; case MAPID_ACOLYTE: return JOB_ACOLYTE; case MAPID_MERCHANT: return JOB_MERCHANT; case MAPID_THIEF: return JOB_THIEF; case MAPID_TAEKWON: return JOB_TAEKWON; case MAPID_WEDDING: return JOB_WEDDING; case MAPID_GUNSLINGER: return JOB_GUNSLINGER; case MAPID_NINJA: return JOB_NINJA; case MAPID_XMAS: return JOB_XMAS; //2_1 classes case MAPID_SUPER_NOVICE: return JOB_SUPER_NOVICE; case MAPID_KNIGHT: return JOB_KNIGHT; case MAPID_WIZARD: return JOB_WIZARD; case MAPID_HUNTER: return JOB_HUNTER; case MAPID_PRIEST: return JOB_PRIEST; case MAPID_BLACKSMITH: return JOB_BLACKSMITH; case MAPID_ASSASSIN: return JOB_ASSASSIN; case MAPID_STAR_GLADIATOR: return JOB_STAR_GLADIATOR; //2_2 classes case MAPID_CRUSADER: return JOB_CRUSADER; case MAPID_SAGE: return JOB_SAGE; case MAPID_BARDDANCER: return sex?JOB_BARD:JOB_DANCER; case MAPID_MONK: return JOB_MONK; case MAPID_ALCHEMIST: return JOB_ALCHEMIST; case MAPID_ROGUE: return JOB_ROGUE; case MAPID_SOUL_LINKER: return JOB_SOUL_LINKER; //1-1: advanced case MAPID_NOVICE_HIGH: return JOB_NOVICE_HIGH; case MAPID_SWORDMAN_HIGH: return JOB_SWORDMAN_HIGH; case MAPID_MAGE_HIGH: return JOB_MAGE_HIGH; case MAPID_ARCHER_HIGH: return JOB_ARCHER_HIGH; case MAPID_ACOLYTE_HIGH: return JOB_ACOLYTE_HIGH; case MAPID_MERCHANT_HIGH: return JOB_MERCHANT_HIGH; case MAPID_THIEF_HIGH: return JOB_THIEF_HIGH; //2_1 advanced case MAPID_LORD_KNIGHT: return JOB_LORD_KNIGHT; case MAPID_HIGH_WIZARD: return JOB_HIGH_WIZARD; case MAPID_SNIPER: return JOB_SNIPER; case MAPID_HIGH_PRIEST: return JOB_HIGH_PRIEST; case MAPID_WHITESMITH: return JOB_WHITESMITH; case MAPID_ASSASSIN_CROSS: return JOB_ASSASSIN_CROSS; //2_2 advanced case MAPID_PALADIN: return JOB_PALADIN; case MAPID_PROFESSOR: return JOB_PROFESSOR; case MAPID_CLOWNGYPSY: return sex?JOB_CLOWN:JOB_GYPSY; case MAPID_CHAMPION: return JOB_CHAMPION; case MAPID_CREATOR: return JOB_CREATOR; case MAPID_STALKER: return JOB_STALKER; //1-1 baby case MAPID_BABY: return JOB_BABY; case MAPID_BABY_SWORDMAN: return JOB_BABY_SWORDMAN; case MAPID_BABY_MAGE: return JOB_BABY_MAGE; case MAPID_BABY_ARCHER: return JOB_BABY_ARCHER; case MAPID_BABY_ACOLYTE: return JOB_BABY_ACOLYTE; case MAPID_BABY_MERCHANT: return JOB_BABY_MERCHANT; case MAPID_BABY_THIEF: return JOB_BABY_THIEF; //2_1 baby case MAPID_SUPER_BABY: return JOB_SUPER_BABY; case MAPID_BABY_KNIGHT: return JOB_BABY_KNIGHT; case MAPID_BABY_WIZARD: return JOB_BABY_WIZARD; case MAPID_BABY_HUNTER: return JOB_BABY_HUNTER; case MAPID_BABY_PRIEST: return JOB_BABY_PRIEST; case MAPID_BABY_BLACKSMITH: return JOB_BABY_BLACKSMITH; case MAPID_BABY_ASSASSIN: return JOB_BABY_ASSASSIN; //2_2 baby case MAPID_BABY_CRUSADER: return JOB_BABY_CRUSADER; case MAPID_BABY_SAGE: return JOB_BABY_SAGE; case MAPID_BABY_BARDDANCER: return sex?JOB_BABY_BARD:JOB_BABY_DANCER; case MAPID_BABY_MONK: return JOB_BABY_MONK; case MAPID_BABY_ALCHEMIST: return JOB_BABY_ALCHEMIST; case MAPID_BABY_ROGUE: return JOB_BABY_ROGUE; default: return -1; } } /*==================================================== * This function return the name of the job (by [Yor]) *----------------------------------------------------*/ char* job_name(int class_) { switch (class_) { case JOB_NOVICE: case JOB_SWORDMAN: case JOB_MAGE: case JOB_ARCHER: case JOB_ACOLYTE: case JOB_MERCHANT: case JOB_THIEF: return msg_txt(550 - JOB_NOVICE+class_); case JOB_KNIGHT: case JOB_PRIEST: case JOB_WIZARD: case JOB_BLACKSMITH: case JOB_HUNTER: case JOB_ASSASSIN: return msg_txt(557 - JOB_KNIGHT+class_); case JOB_KNIGHT2: return msg_txt(557); case JOB_CRUSADER: case JOB_MONK: case JOB_SAGE: case JOB_ROGUE: case JOB_ALCHEMIST: case JOB_BARD: case JOB_DANCER: return msg_txt(563 - JOB_CRUSADER+class_); case JOB_CRUSADER2: return msg_txt(563); case JOB_WEDDING: case JOB_SUPER_NOVICE: case JOB_XMAS: return msg_txt(570 - JOB_WEDDING+class_); case JOB_NOVICE_HIGH: case JOB_SWORDMAN_HIGH: case JOB_MAGE_HIGH: case JOB_ARCHER_HIGH: case JOB_ACOLYTE_HIGH: case JOB_MERCHANT_HIGH: case JOB_THIEF_HIGH: return msg_txt(575 - JOB_NOVICE_HIGH+class_); case JOB_LORD_KNIGHT: case JOB_HIGH_PRIEST: case JOB_HIGH_WIZARD: case JOB_WHITESMITH: case JOB_SNIPER: case JOB_ASSASSIN_CROSS: return msg_txt(582 - JOB_LORD_KNIGHT+class_); case JOB_LORD_KNIGHT2: return msg_txt(582); case JOB_PALADIN: case JOB_CHAMPION: case JOB_PROFESSOR: case JOB_STALKER: case JOB_CREATOR: case JOB_CLOWN: case JOB_GYPSY: return msg_txt(588 - JOB_PALADIN + class_); case JOB_PALADIN2: return msg_txt(588); case JOB_BABY: case JOB_BABY_SWORDMAN: case JOB_BABY_MAGE: case JOB_BABY_ARCHER: case JOB_BABY_ACOLYTE: case JOB_BABY_MERCHANT: case JOB_BABY_THIEF: return msg_txt(595 - JOB_BABY + class_); case JOB_BABY_KNIGHT: case JOB_BABY_PRIEST: case JOB_BABY_WIZARD: case JOB_BABY_BLACKSMITH: case JOB_BABY_HUNTER: case JOB_BABY_ASSASSIN: return msg_txt(602 - JOB_BABY_KNIGHT + class_); case JOB_BABY_KNIGHT2: return msg_txt(602); case JOB_BABY_CRUSADER: case JOB_BABY_MONK: case JOB_BABY_SAGE: case JOB_BABY_ROGUE: case JOB_BABY_ALCHEMIST: case JOB_BABY_BARD: case JOB_BABY_DANCER: return msg_txt(608 - JOB_BABY_CRUSADER +class_); case JOB_BABY_CRUSADER2: return msg_txt(608); case JOB_SUPER_BABY: return msg_txt(615); case JOB_TAEKWON: return msg_txt(616); case JOB_STAR_GLADIATOR: case JOB_STAR_GLADIATOR2: return msg_txt(617); case JOB_SOUL_LINKER: return msg_txt(618); case JOB_GUNSLINGER: return msg_txt(619); case JOB_NINJA: return msg_txt(620); default: return msg_txt(650); } } int pc_follow_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; struct block_list *tbl; sd = map_id2sd(id); nullpo_retr(0, sd); if (sd->followtimer != tid){ if(battle_config.error_log) ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid); sd->followtimer = -1; return 0; } sd->followtimer = -1; if (pc_isdead(sd)) return 0; if ((tbl = map_id2bl(sd->followtarget)) == NULL) return 0; if(status_isdead(tbl)) return 0; // either player or target is currently detached from map blocks (could be teleporting), // but still connected to this map, so we'll just increment the timer and check back later if (sd->bl.prev != NULL && tbl->prev != NULL && sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1) { if((sd->bl.m == tbl->m) && unit_can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) { if (!check_distance_bl(&sd->bl, tbl, 5)) unit_walktobl(&sd->bl, tbl, 5, 0); } else pc_setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, 3); } sd->followtimer = add_timer( tick + 1000, // increase time a bit to loosen up map's load pc_follow_timer, sd->bl.id, 0); return 0; } int pc_stop_following (struct map_session_data *sd) { nullpo_retr(0, sd); if (sd->followtimer != -1) { delete_timer(sd->followtimer,pc_follow_timer); sd->followtimer = -1; } sd->followtarget = -1; return 0; } int pc_follow(struct map_session_data *sd,int target_id) { struct block_list *bl = map_id2bl(target_id); if (bl == NULL /*|| bl->type != BL_PC*/) return 1; if (sd->followtimer != -1) pc_stop_following(sd); sd->followtarget = target_id; pc_follow_timer(-1,gettick(),sd->bl.id,0); return 0; } int pc_checkbaselevelup(struct map_session_data *sd) { unsigned int next = pc_nextbaseexp(sd); if (!next || sd->status.base_exp < next) return 0; do { sd->status.base_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if(!battle_config.multi_level_up && sd->status.base_exp > next-1) sd->status.base_exp = next-1; sd->status.base_level ++; if (battle_config.use_statpoint_table) next = statp[sd->status.base_level] - statp[sd->status.base_level-1]; else //Estimated way. next = (sd->status.base_level+14) / 5 ; if (sd->status.status_point > USHRT_MAX - next) sd->status.status_point = USHRT_MAX; else sd->status.status_point += next; } while ((next=pc_nextbaseexp(sd)) > 0 && sd->status.base_exp >= next); if (battle_config.pet_lv_rate && sd->pd) // update pet's level status_calc_pet(sd->pd,0); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_NEXTBASEEXP); status_calc_pc(sd,0); status_percent_heal(&sd->bl,100,100); if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,1,skill_get_time(PR_KYRIE,1)); sc_start(&sd->bl,SkillStatusChangeTable(PR_IMPOSITIO),100,1,skill_get_time(PR_IMPOSITIO,1)); sc_start(&sd->bl,SkillStatusChangeTable(PR_MAGNIFICAT),100,1,skill_get_time(PR_MAGNIFICAT,1)); sc_start(&sd->bl,SkillStatusChangeTable(PR_GLORIA),100,1,skill_get_time(PR_GLORIA,1)); sc_start(&sd->bl,SkillStatusChangeTable(PR_SUFFRAGIUM),100,1,skill_get_time(PR_SUFFRAGIUM,1)); if (sd->state.snovice_dead_flag == 2) sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead. } else if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON || (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR) { sc_start(&sd->bl,SkillStatusChangeTable(AL_INCAGI),100,10,600000); sc_start(&sd->bl,SkillStatusChangeTable(AL_BLESSING),100,10,600000); } clif_misceffect(&sd->bl,0); //LORDALFA - LVLUPEVENT if(sd->state.event_baselvup) npc_script_event(sd, NPCE_BASELVUP); if(sd->status.party_id) party_send_levelup(sd); return 1; } int pc_checkjoblevelup(struct map_session_data *sd) { unsigned int next = pc_nextjobexp(sd); nullpo_retr(0, sd); if(!next || sd->status.job_exp < next) return 0; do { sd->status.job_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if(!battle_config.multi_level_up && sd->status.job_exp > next-1) sd->status.job_exp = next-1; sd->status.job_level ++; sd->status.skill_point ++; } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); status_calc_pc(sd,0); clif_misceffect(&sd->bl,1); if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd)) clif_status_change(&sd->bl,SI_DEVIL, 1); //Permanent blind effect from SG_DEVIL. if(sd->state.event_joblvup) npc_script_event(sd, NPCE_JOBLVUP); return 1; } /*========================================== * Alters experienced based on self bonuses that do not get even shared to the party. *------------------------------------------*/ static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src) { int bonus = 0; struct status_data *status = status_get_status_data(src); unsigned int temp; if (sd->expaddrace[status->race]) bonus += sd->expaddrace[status->race]; bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;; temp = status_get_class(src); if(temp == sd->hate_mob[2] && (battle_config.allow_skill_without_day || is_day_of_star() || sd->sc.data[SC_MIRACLE].timer!=-1)) bonus += 20*pc_checkskill(sd,SG_STAR_BLESS); else if(temp == sd->hate_mob[1] && (battle_config.allow_skill_without_day || is_day_of_moon())) bonus += 10*pc_checkskill(sd,SG_MOON_BLESS); else if(temp == sd->hate_mob[0] && (battle_config.allow_skill_without_day || is_day_of_sun())) bonus += 10*pc_checkskill(sd,SG_SUN_BLESS); if (battle_config.pk_mode && (int)(status_get_lv(src) - sd->status.base_level) >= 20) bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris] if (!bonus) return; *base_exp += (unsigned int) cap_value((double)*base_exp * bonus/100., 1, UINT_MAX); *job_exp += (unsigned int) cap_value((double)*job_exp * bonus/100., 1, UINT_MAX); return; } /*========================================== * ??値取得 *------------------------------------------*/ int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp) { char output[256]; float nextbp=0, nextjp=0; unsigned int nextb=0, nextj=0; nullpo_retr(0, sd); if(sd->bl.prev == NULL || pc_isdead(sd)) return 0; if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp) // [MouseJstr] return 0; // no exp on pvp maps if(sd->status.guild_id>0) base_exp-=guild_payexp(sd,base_exp); if(src) pc_calcexp(sd, &base_exp, &job_exp, src); nextb = pc_nextbaseexp(sd); nextj = pc_nextjobexp(sd); if(sd->state.showexp || battle_config.max_exp_gain_rate){ if (nextb > 0) nextbp = (float) base_exp / (float) nextb; if (nextj > 0) nextjp = (float) job_exp / (float) nextj; if(battle_config.max_exp_gain_rate) { if (nextbp > battle_config.max_exp_gain_rate/1000.) { //Note that this value should never be greater than the original //base_exp, therefore no overflow checks are needed. [Skotlex] base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb); if (sd->state.showexp) nextbp = (float) base_exp / (float) nextb; } if (nextjp > battle_config.max_exp_gain_rate/1000.) { job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj); if (sd->state.showexp) nextjp = (float) job_exp / (float) nextj; } } } //Overflow checks... think we'll ever really need'em? [Skotlex] if (base_exp && sd->status.base_exp > UINT_MAX - base_exp) sd->status.base_exp = UINT_MAX; else sd->status.base_exp += base_exp; pc_checkbaselevelup(sd); clif_updatestatus(sd,SP_BASEEXP); if (job_exp && sd->status.job_exp > UINT_MAX - job_exp) sd->status.job_exp = UINT_MAX; else sd->status.job_exp += job_exp; pc_checkjoblevelup(sd); clif_updatestatus(sd,SP_JOBEXP); if(sd->state.showexp){ sprintf(output, "Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100); clif_disp_onlyself(sd,output,strlen(output)); } return 1; } /*========================================== * Returns max level for this character. *------------------------------------------*/ unsigned int pc_maxbaselv(struct map_session_data *sd) { return max_level[sd->status.class_][0]; }; unsigned int pc_maxjoblv(struct map_session_data *sd) { return max_level[sd->status.class_][1]; }; /*========================================== * base level側必要??値計算 *------------------------------------------*/ unsigned int pc_nextbaseexp(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->status.base_level>=pc_maxbaselv(sd) || sd->status.base_level<=0) return 0; return exp_table[sd->status.class_][0][sd->status.base_level-1]; } /*========================================== * job level側必要??値計算 *------------------------------------------*/ unsigned int pc_nextjobexp(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->status.job_level>=pc_maxjoblv(sd) || sd->status.job_level<=0) return 0; return exp_table[sd->status.class_][1][sd->status.job_level-1]; } /*========================================== * 必要ステ?タスポイント計算 *------------------------------------------*/ int pc_need_status_point(struct map_session_data *sd,int type) { int val; nullpo_retr(-1, sd); if(typeSP_LUK) return -1; val = type==SP_STR ? sd->status.str : type==SP_AGI ? sd->status.agi : type==SP_VIT ? sd->status.vit : type==SP_INT ? sd->status.int_: type==SP_DEX ? sd->status.dex : sd->status.luk; return (val+9)/10+1; } /*========================================== * 能力値成長 *------------------------------------------*/ int pc_statusup(struct map_session_data *sd,int type) { int max, need,val = 0; nullpo_retr(0, sd); max = pc_maxparameter(sd); need=pc_need_status_point(sd,type); if(typeSP_LUK || need<0 || need>sd->status.status_point){ clif_statusupack(sd,type,0,0); return 1; } switch(type){ case SP_STR: if(sd->status.str >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.str; break; case SP_AGI: if(sd->status.agi >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.agi; break; case SP_VIT: if(sd->status.vit >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.vit; break; case SP_INT: if(sd->status.int_ >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.int_; break; case SP_DEX: if(sd->status.dex >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.dex; break; case SP_LUK: if(sd->status.luk >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.luk; break; } sd->status.status_point-=need; if(need!=pc_need_status_point(sd,type)){ clif_updatestatus(sd,type-SP_STR+SP_USTR); } clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,type); status_calc_pc(sd,0); clif_statusupack(sd,type,1,val); return 0; } /*========================================== * 能力値成長 *------------------------------------------*/ int pc_statusup2(struct map_session_data *sd,int type,int val) { int max; nullpo_retr(0, sd); max = pc_maxparameter(sd); if(typeSP_LUK){ clif_statusupack(sd,type,0,0); return 1; } switch(type){ case SP_STR: if(sd->status.str + val >= max) val = max; else if(sd->status.str + val < 1) val = 1; else val += sd->status.str; sd->status.str = val; break; case SP_AGI: if(sd->status.agi + val >= max) val = max; else if(sd->status.agi + val < 1) val = 1; else val += sd->status.agi; sd->status.agi = val; break; case SP_VIT: if(sd->status.vit + val >= max) val = max; else if(sd->status.vit + val < 1) val = 1; else val += sd->status.vit; sd->status.vit = val; break; case SP_INT: if(sd->status.int_ + val >= max) val = max; else if(sd->status.int_ + val < 1) val = 1; else val += sd->status.int_; sd->status.int_ = val; break; case SP_DEX: if(sd->status.dex + val >= max) val = max; else if(sd->status.dex + val < 1) val = 1; else val += sd->status.dex; sd->status.dex = val; break; case SP_LUK: if(sd->status.luk + val >= max) val = max; else if(sd->status.luk + val < 1) val = 1; else val = sd->status.luk + val; sd->status.luk = val; break; } 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 >= GD_SKILLBASE){ guild_skillup(sd, skill_num); return 0; } if(skill_num >= HM_SKILLBASE && sd->hd){ merc_hom_skillup(sd->hd, skill_num); return 0; } if (skill_num < 0 || skill_num >= MAX_SKILL) return 0; if(sd->status.skill_point>0 && sd->status.skill[skill_num].id && sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex] sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) ) { sd->status.skill[skill_num].lv++; sd->status.skill_point--; if (!skill_get_inf(skill_num)) //Only recalculate for passive skills. status_calc_pc(sd,0); else pc_check_skilltree(sd, skill_num); clif_skillup(sd,skill_num); clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); } return 0; } /*========================================== * /allskill *------------------------------------------*/ int pc_allskillup(struct map_session_data *sd) { int i,id; nullpo_retr(0, sd); for(i=0;istatus.skill[i].flag && sd->status.skill[i].flag != 13){ sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; sd->status.skill[i].flag=0; if (!sd->status.skill[i].lv) sd->status.skill[i].id=0; } } //pc_calc_skilltree takes care of setting the ID to valid skills. [Skotlex] if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill) { //Get ALL skills except npc/guild ones. [Skotlex] //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage] for(i=0;istatus.skill[i].lv=skill_get_max(i); //Nonexistant skills should return a max of 0 anyway. } } else { int inf2; for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[sd->status.class_][i].id)>0;i++){ inf2 = skill_get_inf2(id); if ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) || id==SG_DEVIL ) continue; //Cannot be learned normally. sd->status.skill[id].lv = skill_tree_get_max(id, sd->status.class_); // celest } } status_calc_pc(sd,0); //Required because if you could level up all skills previously, //the update will not be sent as only the lv variable changes. clif_skillinfoblock(sd); return 0; } /*========================================== * /resetlvl *------------------------------------------*/ int pc_resetlvl(struct map_session_data* sd,int type) { int i; nullpo_retr(0, sd); if (type != 3) //Also reset skills pc_resetskill(sd, 0); if(type == 1){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=sd->status.base_exp=0; sd->status.job_exp=sd->status.job_exp=0; if(sd->sc.option !=0) sd->sc.option = 0; sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; if(sd->status.class_ == JOB_NOVICE_HIGH) sd->status.status_point=100; // not 88 [celest] // give platinum skills upon changing pc_skill(sd,142,1,0); pc_skill(sd,143,1,0); } if(type == 2){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=0; sd->status.job_exp=0; } if(type == 3){ sd->status.base_level=1; sd->status.base_exp=0; } if(type == 4){ sd->status.job_level=1; sd->status.job_exp=0; } clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_NEXTBASEEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition for(i=0;iequip_index[i] >= 0) if(!pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],2); } if ((type == 1 || type == 2 || type == 3) && sd->status.party_id) party_send_levelup(sd); status_calc_pc(sd,0); clif_skillinfoblock(sd); return 0; } /*========================================== * /resetstate *------------------------------------------*/ int pc_resetstate(struct map_session_data* sd) { nullpo_retr(0, sd); if (battle_config.use_statpoint_table) { // New statpoint table used here - Dexity int stat; if (sd->status.base_level > MAX_LEVEL) { //statp[] goes out of bounds, can't reset! if (battle_config.error_log) ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n", sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL); return 0; } stat = statp[sd->status.base_level]; if (sd->class_&JOBL_UPPER) stat+=52; // extra 52+48=100 stat points if (stat > USHRT_MAX) sd->status.status_point = USHRT_MAX; else sd->status.status_point = stat; } else { //Use new stat-calculating equation [Skotlex] #define sumsp(a) (((a-1)/10 +2)*(5*((a-1)/10 +1) + (a-1)%10) -10) int add=0; add += sumsp(sd->status.str); add += sumsp(sd->status.agi); add += sumsp(sd->status.vit); add += sumsp(sd->status.int_); add += sumsp(sd->status.dex); add += sumsp(sd->status.luk); if (add > USHRT_MAX - sd->status.status_point) sd->status.status_point = USHRT_MAX; else sd->status.status_point+=add; } sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition clif_updatestatus(sd,SP_STATUSPOINT); status_calc_pc(sd,0); return 1; } /*========================================== * /resetskill * if flag&1, perform block resync and status_calc call. * if flag&2, just count total amount of skill points used by player, do not really reset. *------------------------------------------*/ int pc_resetskill(struct map_session_data* sd, int flag) { int i, lv, inf2, skill_point=0; nullpo_retr(0, sd); if(!(flag&2)) { //Remove stuff lost when resetting skills. if (pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd)) clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset. [Skotlex] i = sd->sc.option; if (i&OPTION_RIDING && pc_checkskill(sd, KN_RIDING)) i&=~OPTION_RIDING; if(i&OPTION_CART && pc_checkskill(sd, MC_PUSHCART)) i&=~OPTION_CART; if(i&OPTION_FALCON && pc_checkskill(sd, HT_FALCON)) i&=~OPTION_FALCON; if(i != sd->sc.option) pc_setoption(sd, i); if(merc_is_hom_active(sd->hd) && pc_checkskill(sd, AM_CALLHOMUN)) merc_hom_vaporize(sd, 0); } for (i = 1; i < MAX_SKILL; i++) { lv= sd->status.skill[i].lv; if (lv < 1) continue; inf2 = skill_get_inf2(i); if(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Avoid reseting wedding/linker skills. continue; if (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) { //Only handle quest skills in a special way when you can't learn them manually if (battle_config.quest_skill_reset && !(flag&2)) { //Wipe them sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } continue; } if (!sd->status.skill[i].flag) skill_point += lv; else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) skill_point += (sd->status.skill[i].flag - 2); if (!(flag&2)) { sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } } if (flag&2 || !skill_point) return skill_point; if (sd->status.skill_point > USHRT_MAX - skill_point) sd->status.skill_point = USHRT_MAX; else sd->status.skill_point += skill_point; if (flag&1) { clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); status_calc_pc(sd,0); } return skill_point; } /*========================================== * /resetfeel [Komurka] *------------------------------------------*/ int pc_resetfeel(struct map_session_data* sd) { int i; nullpo_retr(0, sd); for (i=0; i<3; i++) { sd->feel_map[i].m = -1; sd->feel_map[i].index = 0; pc_setglobalreg(sd,feel_var[i],0); } return 0; } int pc_resethate(struct map_session_data* sd) { int i; nullpo_retr(0, sd); for (i=0; i<3; i++) { sd->hate_mob[i] = -1; pc_setglobalreg(sd,hate_var[i],0); } return 0; } int pc_skillatk_bonus(struct map_session_data *sd, int skill_num) { int i; for (i = 0; i < ARRAYLENGTH(sd->skillatk) && sd->skillatk[i].id; i++) { if (sd->skillatk[i].id == skill_num) return sd->skillatk[i].val; } return 0; } int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) { int i; for (i = 0; i < ARRAYLENGTH(sd->skillheal) && sd->skillheal[i].id; i++) { if (sd->skillheal[i].id == skill_num) return sd->skillheal[i].val; } return 0; } static int pc_respawn(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd = map_id2sd(id); if (sd && pc_isdead(sd)) { //Auto-respawn [Skotlex] pc_setstand(sd); pc_setrestartvalue(sd,3); if(pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, 0)) clif_resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet. } return 0; } /*========================================== * Invoked when a player has received damage *------------------------------------------*/ void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp) { if (sp) clif_updatestatus(sd,SP_SP); if (!hp) return; if(pc_issit(sd)) { pc_setstand(sd); skill_sit(sd,0); } clif_updatestatus(sd,SP_HP); if (sd->battle_status.hpbattle_status.max_hp>>2) { //25% HP left effects. int i=0; for(i = 0; i < 5; i++) if (sd->devotion[i]){ struct map_session_data *devsd = map_id2sd(sd->devotion[i]); if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1); sd->devotion[i] = 0; } } if(!src || src == &sd->bl) return; if(sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support) pet_target_check(sd,src,1); sd->canlog_tick = gettick(); return; } int pc_dead(struct map_session_data *sd,struct block_list *src) { int i=0,j=0; unsigned int tick = gettick(); if(sd->vender_id) vending_closevending(sd); if(sd->status.pet_id > 0 && sd->pd) { struct s_pet *pet = &sd->pd->pet; if(!map[sd->bl.m].flag.noexppenalty){ pet->intimate -= sd->pd->petDB->die; if(pet->intimate < 0) pet->intimate = 0; clif_send_petdata(sd,sd->pd,1,pet->intimate); } if(sd->pd->target_id) // Unlock all targets... pet_unlocktarget(sd->pd); } if(sd->status.hom_id > 0) //orn merc_hom_vaporize(sd, 0); // Leave duel if you die [LuzZza] if(battle_config.duel_autoleave_when_die) { if(sd->duel_group > 0) duel_leave(sd->duel_group, sd); if(sd->duel_invite > 0) duel_reject(sd->duel_invite, sd); } pc_setdead(sd); //Reset menu skills/item skills if (sd->skillitem) sd->skillitem = sd->skillitemlv = 0; if (sd->menuskill_id) sd->menuskill_id = sd->menuskill_val = 0; //Reset ticks. sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0; pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); if (sd->state.event_death){ if(!src) pc_setglobalreg(sd, "killerrid", 0); else pc_setglobalreg(sd,"killerrid",src->id); npc_script_event(sd,NPCE_DIE); } if ( sd && sd->spiritball && (sd->class_&MAPID_BASEMASK)==MAPID_GUNSLINGER ) // maybe also monks' spiritballs ? pc_delspiritball(sd,sd->spiritball,0); if (src) switch (src->type) { case BL_MOB: { struct mob_data *md=(struct mob_data *)src; if(md->target_id==sd->bl.id) mob_unlocktarget(md,tick); if(battle_config.mobs_level_up && md->status.hp && (unsigned int)md->level < pc_maxbaselv(sd) && !md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex] ) { // monster level up [Valaris] clif_misceffect(&md->bl,0); md->level++; status_calc_mob(md, 0); status_percent_heal(src,10,0); } if(md->nd) mob_script_callback(md, &sd->bl, CALLBACK_KILL); } break; case BL_PC: { struct map_session_data *ssd = (struct map_session_data *)src; if (ssd->state.event_kill_pc) { pc_setglobalreg(ssd, "killedrid", sd->bl.id); npc_script_event(ssd, NPCE_KILLPC); } if (battle_config.pk_mode&2) { ssd->status.manner -= 5; if(ssd->status.manner < 0) sc_start(src,SC_NOCHAT,100,0,0); // PK/Karma system code (not enabled yet) [celest] // originally from Kade Online, so i don't know if any of these is correct ^^; // note: karma is measured REVERSE, so more karma = more 'evil' / less honourable, // karma going down = more 'good' / more honourable. // The Karma System way... /* if (sd->status.karma > ssd->status.karma) { // If player killed was more evil sd->status.karma--; ssd->status.karma--; } else if (sd->status.karma < ssd->status.karma) // If player killed was more good ssd->status.karma++; */ // or the PK System way... /* if (sd->status.karma > 0) // player killed is dishonourable? ssd->status.karma--; // honour points earned sd->status.karma++; // honour points lost */ // To-do: Receive exp on certain occasions } } break; } // PK/Karma system code (not enabled yet) [celest] /* if(sd->status.karma > 0) { int eq_num=0,eq_n[MAX_INVENTORY]; memset(eq_n,0,sizeof(eq_n)); for(i=0;i 0){ int n = eq_n[rand()%eq_num]; if(rand()%10000 < sd->status.karma){ if(sd->status.inventory[n].equip) pc_unequipitem(sd,n,0); pc_dropitem(sd,n,1); } } } */ if(battle_config.bone_drop==2 || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)) { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=7420; //PVP Skull item ID item_tmp.identify=1; item_tmp.card[0]=CARD0_CREATE; item_tmp.card[1]=0; item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId item_tmp.card[3]=GetWord(sd->status.char_id,1); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } // activate Steel body if a super novice dies at 99+% exp [celest] if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag) { if ((i=pc_nextbaseexp(sd))<=0) i=sd->status.base_exp; if (i>0 && (j=sd->status.base_exp*1000/i)>=990 && j<1000 && !map_flag_gvg(sd->bl.m)) sd->state.snovice_dead_flag = 1; } // changed penalty options, added death by player if pk_mode [Valaris] if(battle_config.death_penalty_type && sd->state.snovice_dead_flag != 1 && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty && !map[sd->bl.m].flag.noexppenalty && !map_flag_gvg(sd->bl.m) && sd->sc.data[SC_BABY].timer == -1) { unsigned int base_penalty =0; if (battle_config.death_penalty_base > 0) { switch (battle_config.death_penalty_type) { case 1: base_penalty = (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000); break; case 2: base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000); break; } if(base_penalty) { if (battle_config.pk_mode && src && src->type==BL_PC) base_penalty*=2; if(sd->status.base_exp < base_penalty) sd->status.base_exp = 0; else sd->status.base_exp -= base_penalty; clif_updatestatus(sd,SP_BASEEXP); } } if(battle_config.death_penalty_job > 0) { base_penalty = 0; switch (battle_config.death_penalty_type) { case 1: base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000); break; case 2: base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000); break; } if(base_penalty) { if (battle_config.pk_mode && src && src->type==BL_PC) base_penalty*=2; if(sd->status.job_exp < base_penalty) sd->status.job_exp = 0; else sd->status.job_exp -= base_penalty; clif_updatestatus(sd,SP_JOBEXP); } } if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) { base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.); if(base_penalty) pc_payzeny(sd, base_penalty); } } if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker] for(j=0;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){ int eq_num=0,eq_n[MAX_INVENTORY]; memset(eq_n,0,sizeof(eq_n)); for(i=0;istatus.inventory[i].equip) || (type == 2 && sd->status.inventory[i].equip) || type == 3){ for(k=0;k 0){ int n = eq_n[rand()%eq_num]; if(rand()%10000 < per){ if(sd->status.inventory[n].equip) pc_unequipitem(sd,n,3); pc_dropitem(sd,n,1); } } } else if(id > 0){ for(i=0;istatus.inventory[i].nameid == id && rand()%10000 < per && ((type == 1 && !sd->status.inventory[i].equip) || (type == 2 && sd->status.inventory[i].equip) || type == 3) ){ if(sd->status.inventory[i].equip) pc_unequipitem(sd,i,3); pc_dropitem(sd,i,1); break; } } } } } // pvp // disable certain pvp functions on pk_mode [Valaris] if (map[sd->bl.m].flag.gvg_dungeon || (map[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map[sd->bl.m].flag.pvp_nocalcrank)) { //Pvp points always take effect on gvg_dungeon maps. sd->pvp_point -= 5; sd->pvp_lost++; if (src && src->type == BL_PC) { struct map_session_data *ssd = (struct map_session_data *)src; ssd->pvp_point++; ssd->pvp_won++; } if( sd->pvp_point < 0 ){ sd->pvp_point=0; add_timer(tick+1000, pc_respawn,sd->bl.id,0); return 1; } } //GvG if(map_flag_gvg(sd->bl.m)){ add_timer(tick+1000, pc_respawn,sd->bl.id,0); return 1; } if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1) { j = sd->sc.data[SC_KAIZEL].val1; //Kaizel Lv. pc_setstand(sd); status_change_clear(&sd->bl,0); clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1); if(sd->special_state.restart_full_recover) status_percent_heal(&sd->bl, 100, 100); else status_percent_heal(&sd->bl, 10*j, 0); clif_resurrection(&sd->bl, 1); if(battle_config.pc_invincible_time) pc_setinvincibletimer(sd, battle_config.pc_invincible_time); sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,10,skill_get_time2(SL_KAIZEL,j)); return 0; } if (sd->state.snovice_dead_flag == 1) { pc_setstand(sd); status_change_clear(&sd->bl,0); clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1); status_percent_heal(&sd->bl, 100, 100); clif_resurrection(&sd->bl, 1); sd->state.snovice_dead_flag = 2; if(battle_config.pc_invincible_time) pc_setinvincibletimer(sd, battle_config.pc_invincible_time); sc_start(&sd->bl,SkillStatusChangeTable(MO_STEELBODY),100,1,skill_get_time(MO_STEELBODY,1)); return 0; } //Reset "can log out" tick. if (battle_config.prevent_logout) sd->canlog_tick = gettick() - battle_config.prevent_logout; return 1; } void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp) { if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); pc_setstand(sd); if(battle_config.pc_invincible_time > 0) pc_setinvincibletimer(sd, battle_config.pc_invincible_time); } // script? 連 // /*========================================== * script用PCステ?タス?み出し *------------------------------------------*/ int pc_readparam(struct map_session_data* sd,int type) { int val = 0; nullpo_retr(0, sd); switch(type) { case SP_SKILLPOINT: val = sd->status.skill_point; break; case SP_STATUSPOINT: val = sd->status.status_point; break; case SP_ZENY: val = sd->status.zeny; break; case SP_BASELEVEL: val = sd->status.base_level; break; case SP_JOBLEVEL: val = sd->status.job_level; break; case SP_CLASS: val = sd->status.class_; break; case SP_BASEJOB: val = pc_mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type. case SP_UPPER: val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break; case SP_BASECLASS: val = pc_mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex] case SP_SEX: val = sd->status.sex; break; case SP_WEIGHT: val = sd->weight; break; case SP_MAXWEIGHT: val = sd->max_weight; break; case SP_BASEEXP: val = sd->status.base_exp; break; case SP_JOBEXP: val = sd->status.job_exp; break; case SP_NEXTBASEEXP: val = pc_nextbaseexp(sd); break; case SP_NEXTJOBEXP: val = pc_nextjobexp(sd); break; case SP_HP: val = sd->battle_status.hp; break; case SP_MAXHP: val = sd->battle_status.max_hp; break; case SP_SP: val = sd->battle_status.sp; break; case SP_MAXSP: val = sd->battle_status.max_sp; break; case SP_STR: val = sd->status.str; break; case SP_AGI: val = sd->status.agi; break; case SP_VIT: val = sd->status.vit; break; case SP_INT: val = sd->status.int_; break; case SP_DEX: val = sd->status.dex; break; case SP_LUK: val = sd->status.luk; break; case SP_KARMA: val = sd->status.karma; break; case SP_MANNER: val = sd->status.manner; break; case SP_FAME: val = sd->status.fame; break; } return val; } /*========================================== * script用PCステ?タス設定 *------------------------------------------*/ int pc_setparam(struct map_session_data *sd,int type,int val) { int i = 0; nullpo_retr(0, sd); switch(type){ case SP_BASELEVEL: if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max val = pc_maxbaselv(sd); if ((unsigned int)val > sd->status.base_level) { int stat=0; for (i = 1; i <= (int)((unsigned int)val - sd->status.base_level); i++) stat += (sd->status.base_level + i + 14) / 5 ; if (sd->status.status_point > USHRT_MAX - stat) sd->status.status_point = USHRT_MAX; else sd->status.status_point += stat; } sd->status.base_level = (unsigned int)val; sd->status.base_exp = 0; clif_updatestatus(sd, SP_BASELEVEL); clif_updatestatus(sd, SP_NEXTBASEEXP); clif_updatestatus(sd, SP_STATUSPOINT); clif_updatestatus(sd, SP_BASEEXP); status_calc_pc(sd, 0); break; case SP_JOBLEVEL: if ((unsigned int)val >= sd->status.job_level) { if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd); if (sd->status.skill_point > USHRT_MAX - val + sd->status.job_level) sd->status.skill_point = USHRT_MAX; else sd->status.skill_point += val-sd->status.job_level; clif_updatestatus(sd, SP_SKILLPOINT); } sd->status.job_level = (unsigned int)val; sd->status.job_exp = 0; clif_updatestatus(sd, SP_JOBLEVEL); clif_updatestatus(sd, SP_NEXTJOBEXP); clif_updatestatus(sd, SP_JOBEXP); status_calc_pc(sd, 0); clif_updatestatus(sd,type); break; case SP_SKILLPOINT: sd->status.skill_point = val; break; case SP_STATUSPOINT: sd->status.status_point = val; break; case SP_ZENY: sd->status.zeny = cap_value(val, 0, MAX_ZENY); break; case SP_BASEEXP: if(pc_nextbaseexp(sd) > 0) { sd->status.base_exp = val; pc_checkbaselevelup(sd); } break; case SP_JOBEXP: if(pc_nextjobexp(sd) > 0) { sd->status.job_exp = val; pc_checkjoblevelup(sd); } break; case SP_SEX: sd->status.sex = val; break; case SP_WEIGHT: sd->weight = val; break; case SP_MAXWEIGHT: sd->max_weight = val; break; case SP_HP: sd->battle_status.hp = val; break; case SP_MAXHP: sd->battle_status.max_hp = val; break; case SP_SP: sd->battle_status.sp = val; break; case SP_MAXSP: sd->battle_status.max_sp = val; break; case SP_STR: sd->status.str = val; break; case SP_AGI: sd->status.agi = val; break; case SP_VIT: sd->status.vit = val; break; case SP_INT: sd->status.int_ = val; break; case SP_DEX: sd->status.dex = val; break; case SP_LUK: sd->status.luk = val; break; case SP_KARMA: sd->status.karma = val; break; case SP_MANNER: sd->status.manner = val; break; case SP_FAME: sd->status.fame = val; break; } clif_updatestatus(sd,type); return 1; } /*========================================== * HP/SP Healing. If flag is passed, the heal type is through clif_heal, otherwise update status. *------------------------------------------*/ void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type) { if (type) { if (hp) clif_heal(sd->fd,SP_HP,hp); if (sp) clif_heal(sd->fd,SP_SP,sp); } else { if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); } return; } /*========================================== * HP/SP回復 *------------------------------------------*/ int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp) { int i, bonus; if(hp) { bonus = 100 + (sd->battle_status.vit<<1) + pc_checkskill(sd,SM_RECOVERY)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; // A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG] if (potion_flag > 1) bonus += bonus*(potion_flag-1)*50/100; //Item Group bonuses bonus += bonus*itemdb_group_bonus(sd, itemid)/100; //Individual item bonuses. for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) { if (sd->itemhealrate[i].nameid == itemid) { bonus += bonus*sd->itemhealrate[i].rate/100; break; } } if(bonus!=100) hp = hp * bonus / 100; } if(sp) { bonus = 100 + (sd->battle_status.int_<<1) + pc_checkskill(sd,MG_SRECOVERY)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; if (potion_flag > 1) bonus += bonus*(potion_flag-1)*50/100; if(bonus != 100) sp = sp * bonus / 100; } if (sd->sc.count && sd->sc.data[SC_CRITICALWOUND].timer!=-1) { hp -= hp * sd->sc.data[SC_CRITICALWOUND].val2 / 100; sp -= sp * sd->sc.data[SC_CRITICALWOUND].val2 / 100; } return status_heal(&sd->bl, hp, sp, 1); } /*========================================== * HP/SP回復 *------------------------------------------*/ int pc_percentheal(struct map_session_data *sd,int hp,int sp) { nullpo_retr(0, sd); if(hp > 100) hp = 100; else if(hp <-100) hp =-100; if(sp > 100) sp = 100; else if(sp <-100) sp =-100; if(hp >= 0 && sp >= 0) //Heal return status_percent_heal(&sd->bl, hp, sp); if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current) return status_percent_damage(NULL, &sd->bl, hp, sp); //Crossed signs if(hp) { if(hp > 0) status_percent_heal(&sd->bl, hp, 0); else status_percent_damage(NULL, &sd->bl, hp, 0); } if(sp) { if(sp > 0) status_percent_heal(&sd->bl, 0, sp); else status_percent_damage(NULL, &sd->bl, 0, 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, fame_flag=0; int b_class; nullpo_retr(0, sd); if (job < 0) return 1; //Normalize job. b_class = pc_jobid2mapid(job); if (b_class == -1) return 1; switch (upper) { case 1: b_class|= JOBL_UPPER; break; case 2: b_class|= JOBL_BABY; break; } //This will automatically adjust bard/dancer classes to the correct gender //That is, if you try to jobchange into dancer, it will turn you to bard. job = pc_mapid2jobid(b_class, sd->status.sex); if (job == -1) return 1; if ((unsigned short)b_class == sd->class_) return 1; //Nothing to change. // check if we are changing from 1st to 2nd job if (b_class&JOBL_2) { if (!(sd->class_&JOBL_2)) sd->change_level = sd->status.job_level; else if (!sd->change_level) sd->change_level = 40; //Assume 40? } pc_setglobalreg (sd, "jobchange_level", sd->change_level); sd->status.class_ = job; fame_flag = pc_famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK); sd->class_ = (unsigned short)b_class; sd->status.job_level=1; sd->status.job_exp=0; clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); for(i=0;iequip_index[i] >= 0) if(!pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],2); // ?備外し } //Change look, if disguised, you need to undisguise //to correctly calculate new job sprite without if (sd->disguise) pc_disguise(sd, 0); status_set_viewdata(&sd->bl, job); clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris] if(sd->vd.cloth_color) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); //Update skill tree. pc_calc_skilltree(sd); clif_skillinfoblock(sd); //Remove peco/cart/falcon i = sd->sc.option; if(i&OPTION_RIDING && !pc_checkskill(sd, KN_RIDING)) i&=~OPTION_RIDING; if(i&OPTION_CART && !pc_checkskill(sd, MC_PUSHCART)) i&=~OPTION_CART; if(i&OPTION_FALCON && !pc_checkskill(sd, HT_FALCON)) i&=~OPTION_FALCON; if(i != sd->sc.option) pc_setoption(sd, i); if(merc_is_hom_active(sd->hd) && !pc_checkskill(sd, AM_CALLHOMUN)) merc_hom_vaporize(sd, 0); if(sd->status.manner < 0) clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner); status_calc_pc(sd,0); pc_checkallowskill(sd); pc_equiplookall(sd); //if you were previously famous, not anymore. if (fame_flag) { chrif_save(sd,0); chrif_buildfamelist(); } else if (sd->status.fame > 0) { //It may be that now they are famous? switch (sd->class_&MAPID_UPPERMASK) { case MAPID_BLACKSMITH: case MAPID_ALCHEMIST: case MAPID_TAEKWON: chrif_save(sd,0); chrif_buildfamelist(); break; } } return 0; } /*========================================== * 見た目?更 *------------------------------------------*/ int pc_equiplookall(struct map_session_data *sd) { nullpo_retr(0, sd); #if PACKETVER < 4 clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); #else clif_changelook(&sd->bl,LOOK_WEAPON,0); clif_changelook(&sd->bl,LOOK_SHOES,0); #endif clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); return 0; } /*========================================== * 見た目?更 *------------------------------------------*/ int pc_changelook(struct map_session_data *sd,int type,int val) { nullpo_retr(0, sd); switch(type){ case LOOK_HAIR: //Use the battle_config limits! [Skotlex] if (val < battle_config.min_hair_style) val = battle_config.min_hair_style; else if (val > battle_config.max_hair_style) val = battle_config.max_hair_style; if (sd->status.hair != val) { sd->status.hair=val; if (sd->status.guild_id) //Update Guild Window. [Skotlex] intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id, GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair)); } break; case LOOK_WEAPON: sd->status.weapon=val; break; case LOOK_HEAD_BOTTOM: sd->status.head_bottom=val; break; case LOOK_HEAD_TOP: sd->status.head_top=val; break; case LOOK_HEAD_MID: sd->status.head_mid=val; break; case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex] if (val < battle_config.min_hair_color) val = battle_config.min_hair_color; else if (val > battle_config.max_hair_color) val = battle_config.max_hair_color; if (sd->status.hair_color != val) { sd->status.hair_color=val; if (sd->status.guild_id) //Update Guild Window. [Skotlex] intif_guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id, GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color)); } break; case LOOK_CLOTHES_COLOR: //Use the battle_config limits! [Skotlex] if (val < battle_config.min_cloth_color) val = battle_config.min_cloth_color; else if (val > battle_config.max_cloth_color) val = battle_config.max_cloth_color; sd->status.clothes_color=val; break; case LOOK_SHIELD: sd->status.shield=val; break; case LOOK_SHOES: break; } 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) { int p_type, new_look=0; nullpo_retr(0, sd); p_type = sd->sc.option; //Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex] sd->sc.option=type; clif_changeoption(&sd->bl); if (type&OPTION_RIDING && !(p_type&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN) { //We are going to mount. [Skotlex] new_look = -1; clif_status_load(&sd->bl,SI_RIDING,1); status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds. } else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN) { //We are going to dismount. new_look = -1; clif_status_load(&sd->bl,SI_RIDING,0); status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds. } if(type&OPTION_CART && !(p_type&OPTION_CART)) { //Cart On clif_cartlist(sd); clif_updatestatus(sd, SP_CARTINFO); if(pc_checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,0); //Apply speed penalty. } else if(!(type&OPTION_CART) && p_type&OPTION_CART) { //Cart Off clif_clearcart(sd->fd); if(pc_checkskill(sd, MC_PUSHCART) < 10) status_calc_pc(sd,0); //Remove speed penalty. } if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON clif_status_load(&sd->bl,SI_FALCON,1); else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF clif_status_load(&sd->bl,SI_FALCON,0); if (type&OPTION_FLYING && !(p_type&OPTION_FLYING)) new_look = JOB_STAR_GLADIATOR2; else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING) new_look = -1; if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING)) new_look = JOB_WEDDING; else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING) new_look = -1; if (type&OPTION_XMAS && !(p_type&OPTION_XMAS)) new_look = JOB_XMAS; else if (!(type&OPTION_XMAS) && p_type&OPTION_XMAS) new_look = -1; if (new_look < 0) { //Restore normal look. status_set_viewdata(&sd->bl, sd->status.class_); new_look = sd->vd.class_; } if (new_look) { //Stop attacking on new view change (to prevent wedding/santa attacks. pc_stop_attack(sd); clif_changelook(&sd->bl,LOOK_BASE,new_look); if (sd->vd.cloth_color) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); } return 0; } /*========================================== * カ?ト設定 *------------------------------------------*/ int pc_setcart(struct map_session_data *sd,int type) { int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5}; int option; nullpo_retr(0, sd); if( type < 0 || type > 5 ) return 1;// Never trust the values sent by the client! [Skotlex] if( pc_checkskill(sd,MC_PUSHCART) <= 0 ) return 1;// Push cart is required // Update option option = sd->sc.option; option &= ~OPTION_CART;// clear cart bits option |= cart[type]; // set cart pc_setoption(sd, option); return 0; } /*========================================== * 鷹設定 *------------------------------------------*/ int pc_setfalcon(TBL_PC* sd, int flag) { if( flag ){ 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->sc.option|OPTION_FALCON); } else if( pc_isfalcon(sd) ){ pc_setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon } return 0; } /*========================================== * ペコペコ設定 *------------------------------------------*/ int pc_setriding(TBL_PC* sd, int flag) { if( flag ){ if( pc_checkskill(sd,KN_RIDING) > 0 ) // ライディングスキル所持 pc_setoption(sd, sd->sc.option|OPTION_RIDING); } else if( pc_isriding(sd) ){ pc_setoption(sd, sd->sc.option&~OPTION_RIDING); } return 0; } /*========================================== * アイテムドロップ可不可判定 *------------------------------------------*/ int pc_candrop(struct map_session_data *sd,struct item *item) { int level = pc_isGM(sd); if ( pc_can_give_items(level) ) //check if this GM level can drop items return 0; return (itemdb_isdropable(item, level)); } /*========================================== * script用??の値を?む *------------------------------------------*/ int pc_readreg(struct map_session_data *sd,int reg) { int i; nullpo_retr(0, sd); for(i=0;ireg_num;i++) if(sd->reg[i].index==reg) return sd->reg[i].data; return 0; } /*========================================== * script用??の値を設定 *------------------------------------------*/ int pc_setreg(struct map_session_data *sd,int reg,int val) { int i; nullpo_retr(0, sd); for (i = 0; i < sd->reg_num; i++) { if (sd->reg[i].index == reg){ sd->reg[i].data = val; return 1; } } sd->reg_num++; sd->reg = (struct script_reg *) aRealloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num); memset(sd->reg + (sd->reg_num - 1), 0, sizeof(struct script_reg)); sd->reg[i].index = reg; sd->reg[i].data = val; return 1; } /*========================================== * 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(str && strlen(str)+1 >= sizeof(sd->regstr[0].data)){ ShowWarning("pc_setregstr: string too long !\n"); return 0; } for(i=0;iregstr_num;i++) if(sd->regstr[i].index==reg){ if (str && strcmp(str,"")!=0) strcpy(sd->regstr[i].data,str); else { //Delete last entry. sd->regstr_num--; memcpy(&sd->regstr[i], &sd->regstr[sd->regstr_num], sizeof(sd->regstr[0])); sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num); } return 1; } if (!str) return 1; sd->regstr_num++; sd->regstr = (struct script_regstr *) aRealloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num); if(sd->regstr==NULL){ ShowFatalError("out of memory : pc_setreg\n"); exit(1); } memset(sd->regstr + (sd->regstr_num - 1), 0, sizeof(struct script_regstr)); sd->regstr[i].index = reg; strcpy(sd->regstr[i].data, str); return 1; } int pc_readregistry(struct map_session_data *sd,const char *reg,int type) { struct global_reg *sd_reg; int i,max; nullpo_retr(0, sd); switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = sd->save_reg.global_num; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = sd->save_reg.account_num; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = sd->save_reg.account2_num; break; default: return 0; } if (max == -1) { if (battle_config.error_log) ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. intif_request_registry(sd,type==3?4:type); return 0; } for(i=0;isave_reg.global; max = sd->save_reg.global_num; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = sd->save_reg.account_num; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = sd->save_reg.account2_num; break; default: return NULL; } if (max == -1) { if (battle_config.error_log) ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type); //This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again. intif_request_registry(sd,type==3?4:type); return NULL; } for(i=0;idie_counter != val){ i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE); sd->die_counter = val; if (i) status_calc_pc(sd,0); //Lost the bonus. } else if(strcmp(reg,script_config.die_event_name) == 0){ sd->state.event_death = val; } else if(strcmp(reg,script_config.kill_pc_event_name) == 0){ sd->state.event_kill_pc = val; } else if(strcmp(reg,script_config.kill_mob_event_name) == 0){ sd->state.event_kill_mob = val; } else if(strcmp(reg,script_config.logout_event_name) == 0){ sd->state.event_disconnect = val; } } switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = &sd->save_reg.global_num; regmax = GLOBAL_REG_NUM; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = &sd->save_reg.account_num; regmax = ACCOUNT_REG_NUM; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = &sd->save_reg.account2_num; regmax = ACCOUNT_REG2_NUM; break; default: return 0; } if (*max == -1) { if(battle_config.error_log) ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type); return 1; } // delete reg if (val == 0) { for(i = 0; i < *max; i++) { if (strcmp(sd_reg[i].str, reg) == 0) { if (i != *max - 1) memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg)); memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg)); (*max)--; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" break; } } return 1; } // change value if found for(i = 0; i < *max; i++) { if (strcmp(sd_reg[i].str, reg) == 0) { sprintf(sd_reg[i].value, "%d", val); sd->state.reg_dirty |= 1<<(type-1); return 1; } } // add value if not found if (i < regmax) { memset(&sd_reg[i], 0, sizeof(struct global_reg)); strncpy(sd_reg[i].str, reg, 32); sprintf(sd_reg[i].value, "%d", val); (*max)++; sd->state.reg_dirty |= 1<<(type-1); return 1; } if(battle_config.error_log) ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax); return 0; } int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type) { struct global_reg *sd_reg; int i,*max, regmax; nullpo_retr(0, sd); if (reg[strlen(reg)-1] != '$') { if(battle_config.error_log) ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg); return 0; } switch (type) { case 3: //Char reg sd_reg = sd->save_reg.global; max = &sd->save_reg.global_num; regmax = GLOBAL_REG_NUM; break; case 2: //Account reg sd_reg = sd->save_reg.account; max = &sd->save_reg.account_num; regmax = ACCOUNT_REG_NUM; break; case 1: //Account2 reg sd_reg = sd->save_reg.account2; max = &sd->save_reg.account2_num; regmax = ACCOUNT_REG2_NUM; break; default: return 0; } if (*max == -1) { if(battle_config.error_log) ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type); return 0; } // delete reg if (!val || strcmp(val,"")==0) { for(i = 0; i < *max; i++) { if (strcmp(sd_reg[i].str, reg) == 0) { if (i != *max - 1) memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg)); memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg)); (*max)--; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); break; } } return 1; } // change value if found for(i = 0; i < *max; i++) { if (strcmp(sd_reg[i].str, reg) == 0) { strncpy(sd_reg[i].value, val, 256); sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); return 1; } } // add value if not found if (i < regmax) { memset(&sd_reg[i], 0, sizeof(struct global_reg)); strncpy(sd_reg[i].str, reg, 32); strncpy(sd_reg[i].value, val, 256); (*max)++; sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved" if (type!=3) intif_saveregistry(sd,type); return 1; } if(battle_config.error_log) ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax); return 0; } /*========================================== * イベントタイマ??理 *------------------------------------------*/ static int pc_eventtimer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd=map_id2sd(id); char *p = (char *)data; int i; if(sd==NULL) return 0; for(i=0;i < MAX_EVENTTIMER && sd->eventtimer[i]!=tid; i++); if(i < MAX_EVENTTIMER){ sd->eventcount--; sd->eventtimer[i]=-1; npc_event(sd,p,0); } else if(battle_config.error_log) ShowError("pc_eventtimer: no such event timer\n"); if (p) aFree(p); 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; char *evname; nullpo_retr(0, sd); for(i=0;ieventtimer[i]!=-1;i++); if(i==MAX_EVENTTIMER) return 0; evname = aStrdup(name); sd->eventtimer[i]=add_timer(gettick()+tick, pc_eventtimer,sd->bl.id,(int)evname); sd->eventcount++; return 1; } /*========================================== * イベントタイマ?削除 *------------------------------------------*/ int pc_deleventtimer(struct map_session_data *sd,const char *name) { int i; nullpo_retr(0, sd); if (sd->eventcount <= 0) return 0; for(i=0;ieventtimer[i]!=-1 ) { char *p = (char *)(get_timer(sd->eventtimer[i])->data); if(p && strcmp(p, name)==0) { delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i]=-1; sd->eventcount--; aFree(p); return 1; } } 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; sd->eventcount--; if (p) aFree(p); } return 0; } // // ? 備物 // /*========================================== * アイテムを?備する *------------------------------------------*/ int pc_equipitem(struct map_session_data *sd,int n,int req_pos) { int i,pos,flag=0; struct item_data *id; nullpo_retr(0, sd); id = sd->inventory_data[n]; pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots. if(battle_config.battle_log) ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id->equip,req_pos); if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].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 == EQP_ACC) { //Accesories should only go in one of the two, pos = req_pos&EQP_ACC; if (pos == EQP_ACC) //User specified both slots.. pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R; } if(pos == EQP_ARMS && id->equip == EQP_HAND_R) { //Dual wield capable weapon. pos = (req_pos&EQP_ARMS); if (pos == EQP_ARMS) //User specified both slots, pick one for them. pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R; } if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC) { //Update skill-block range database when weapon range changes. [Skotlex] i = sd->equip_index[EQI_HAND_R]; if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped flag = 1; else flag = id->range != sd->inventory_data[i]->range; } for(i=0;iequip_index[i] >= 0) //Slot taken, remove item from there. pc_unequipitem(sd,sd->equip_index[i],2); sd->equip_index[i] = n; } } if(pos==EQP_AMMO){ clif_arrowequip(sd,n); clif_arrow_fail(sd,3); } else clif_equipitemack(sd,n,pos,1); sd->status.inventory[n].equip=pos; if(pos & EQP_HAND_R) { if(id) sd->weapontype1 = id->look; else sd->weapontype1 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); } if(pos & EQP_HAND_L) { if(id) { if(id->type == IT_WEAPON) { sd->status.shield = 0; if(sd->status.inventory[n].equip == EQP_HAND_L) sd->weapontype2 = id->look; else sd->weapontype2 = 0; } else if(id->type == IT_ARMOR) { sd->status.shield = id->look; sd->weapontype2 = 0; } } else sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } //Added check to prevent sending the same look on multiple slots -> //causes client to redraw item on top of itself. (suggested by Lupus) if(pos & EQP_HEAD_LOW) { if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))) sd->status.head_bottom = id->look; else sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(pos & EQP_HEAD_TOP) { if(id) sd->status.head_top = id->look; else sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(pos & EQP_HEAD_MID) { if(id && !(pos&EQP_HEAD_TOP)) sd->status.head_mid = id->look; else sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(pos & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); pc_checkallowskill(sd); //Check if status changes should be halted. status_calc_pc(sd,0); if (flag) //Update skill data clif_skillinfoblock(sd); //OnEquip script [Skotlex] if (id) { int i; struct item_data *data; if (id->equip_script) run_script(id->equip_script,0,sd->bl.id,fake_nd->bl.id); if(itemdb_isspecial(sd->status.inventory[n].card[0])) ; //No cards else for(i=0;islot; i++) { if (!sd->status.inventory[n].card[i]) continue; data = itemdb_exists(sd->status.inventory[n].card[i]); if (data && data->equip_script) run_script(data->equip_script,0,sd->bl.id,fake_nd->bl.id); } } return 0; } /*========================================== * ? 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) { int i; nullpo_retr(0, sd); // -- moonsoul (if player is berserk then cannot unequip) // if(!(flag&2) && sd->sc.count && (sd->sc.data[SC_BLADESTOP].timer!=-1 || sd->sc.data[SC_BERSERK].timer!=-1)){ clif_unequipitemack(sd,n,0,0); return 0; } if(battle_config.battle_log) ShowInfo("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip); if(!sd->status.inventory[n].equip){ //Nothing to unequip clif_unequipitemack(sd,n,0,0); return 0; } for(i=0;istatus.inventory[n].equip & equip_pos[i]) sd->equip_index[i] = -1; } if(sd->status.inventory[n].equip & EQP_HAND_R) { sd->weapontype1 = 0; sd->status.weapon = sd->weapontype2; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); if(sd->sc.data[SC_DANCING].timer!=-1) //When unequipping, stop dancing. [Skotlex] skill_stop_dancing(&sd->bl); } if(sd->status.inventory[n].equip & EQP_HAND_L) { sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(sd->status.inventory[n].equip & EQP_HEAD_LOW) { sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(sd->status.inventory[n].equip & EQP_HEAD_TOP) { sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(sd->status.inventory[n].equip & EQP_HEAD_MID) { sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(sd->status.inventory[n].equip & EQP_SHOES) clif_changelook(&sd->bl,LOOK_SHOES,0); clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1); if((sd->status.inventory[n].equip & EQP_ARMS) && sd->weapontype1 == 0 && sd->weapontype2 == 0) skill_enchant_elemental_end(&sd->bl,-1); sd->status.inventory[n].equip=0; if(flag&1) { pc_checkallowskill(sd); status_calc_pc(sd,0); } if(sd->sc.count && sd->sc.data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele)) status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1); //OnUnEquip script [Skotlex] if (sd->inventory_data[n]) { struct item_data *data; if (sd->inventory_data[n]->unequip_script) run_script(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id); if(itemdb_isspecial(sd->status.inventory[n].card[0])) ; //No cards else for(i=0;iinventory_data[n]->slot; i++) { if (!sd->status.inventory[n].card[i]) continue; data = itemdb_exists(sd->status.inventory[n].card[i]); if (data && data->unequip_script) run_script(data->unequip_script,0,sd->bl.id,fake_nd->bl.id); } } return 0; } /*========================================== * アイテムのindex番?を詰めたり * ? 備品の?備可能チェックを行なう *------------------------------------------*/ int pc_checkitem(struct map_session_data *sd) { int i,j,k,id,calc_flag = 0; struct item_data *it=NULL; nullpo_retr(0, sd); if (sd->vender_id) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam) return 0; // 所持品空き詰め for(i=j=0;istatus.inventory[i].nameid)==0) continue; if( battle_config.item_check && !itemdb_available(id) ){ if(battle_config.error_log) ShowWarning("illegal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name); pc_delitem(sd,i,sd->status.inventory[i].amount,3); continue; } if(i>j){ memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item)); sd->inventory_data[j] = sd->inventory_data[i]; } j++; } if(j < MAX_INVENTORY) memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j)); for(k=j;kinventory_data[k] = NULL; // カ?ト?空き詰め for(i=j=0;istatus.cart[i].nameid)==0 ) continue; if( battle_config.item_check && !itemdb_available(id) ){ if(battle_config.error_log) ShowWarning("illegal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name); pc_cart_delitem(sd,i,sd->status.cart[i].amount,1); continue; } if(i>j){ memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item)); } j++; } if(j < MAX_CART) memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j)); // ? 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 && it) { if (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 (map_flag_gvg(sd->bl.m) && it->flag.no_equip&2) { //GvG optimized by [Lupus] sd->status.inventory[i].equip=0; calc_flag = 1; } else if(map[sd->bl.m].flag.restricted && it->flag.no_equip&map[sd->bl.m].zone) { // Restricted zone by [Komurka] sd->status.inventory[i].equip=0; calc_flag = 1; } if (!calc_flag) { //Check cards int flag; flag = (map[sd->bl.m].flag.restricted?map[sd->bl.m].zone:0) | (map[sd->bl.m].flag.pvp?1:0) | (map_flag_gvg(sd->bl.m)?2:0); if (flag && !pc_isAllowedCardOn(sd,it->slot,i,flag)) calc_flag = 1; } } } pc_setequipindex(sd); if(calc_flag && sd->state.auth) { status_calc_pc(sd,0); pc_equiplookall(sd); } 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; sd1=(struct map_session_data *)bl; sd2=va_arg(ap,struct map_session_data *); if( sd1->pvp_point > sd2->pvp_point ) sd2->pvp_rank++; return 0; } /*========================================== * PVP順位計算 *------------------------------------------*/ int pc_calc_pvprank(struct map_session_data *sd) { int old; struct map_data *m; m=&map[sd->bl.m]; old=sd->pvp_rank; sd->pvp_rank=1; map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd); if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users) clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0); return sd->pvp_rank; } /*========================================== * PVP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; sd=map_id2sd(id); if(sd==NULL) return 0; sd->pvp_timer=UINT_MAX; if( pc_calc_pvprank(sd)>0 ) sd->pvp_timer=add_timer( gettick()+PVP_CALCRANK_INTERVAL, pc_calc_pvprank_timer,id,data); return 0; } /*========================================== * sdは結婚しているか(?婚の場合は相方のchar_idを返す) *------------------------------------------*/ int pc_ismarried(struct map_session_data *sd) { if(sd == NULL) return -1; if(sd->status.partner_id > 0) return sd->status.partner_id; else return 0; } /*========================================== * sdがdstsdと結婚(dstsd→sdの結婚?理も同暫ノ行う) *------------------------------------------*/ int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd) { if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0 || sd->class_&JOBL_BABY) return -1; sd->status.partner_id = dstsd->status.char_id; dstsd->status.partner_id = sd->status.char_id; return 0; } /*========================================== * sdが離婚(相手はsd->status.partner_idに依る)(相手も同暫ノ離婚?結婚指輪自動?奪) *------------------------------------------*/ int pc_divorce(struct map_session_data *sd) { struct map_session_data *p_sd; if (sd == NULL || !pc_ismarried(sd)) return -1; if ((p_sd = map_charid2sd(sd->status.partner_id)) != NULL) { int i; if (p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id) { ShowWarning("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n", sd->status.partner_id, p_sd->status.partner_id); return -1; } sd->status.partner_id = 0; p_sd->status.partner_id = 0; for (i = 0; i < MAX_INVENTORY; i++) { if (sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F) pc_delitem(sd, i, 1, 0); if (p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F) pc_delitem(p_sd, i, 1, 0); } clif_divorced(sd, p_sd->status.name); clif_divorced(p_sd, sd->status.name); } else { ShowError("pc_divorce: p_sd nullpo\n"); return -1; } return 0; } /*========================================== * sd - father dstsd - mother jasd - child *------------------------------------------*/ int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd, struct map_session_data *jasd) { int j,level, job; unsigned int exp; if (sd == NULL || dstsd == NULL || jasd == NULL || sd->status.partner_id <= 0 || dstsd->status.partner_id <= 0 || sd->status.partner_id != dstsd->status.char_id || dstsd->status.partner_id != sd->status.char_id || sd->status.child > 0 || dstsd->status.child || jasd->status.father > 0 || jasd->status.mother > 0) return -1; jasd->status.father = sd->status.char_id; jasd->status.mother = dstsd->status.char_id; sd->status.child = jasd->status.char_id; dstsd->status.child = jasd->status.char_id; for (j=0; j < MAX_INVENTORY; j++) { if(jasd->status.inventory[j].nameid>0 && jasd->status.inventory[j].equip!=0) pc_unequipitem(jasd, j, 3); } //Preserve level and exp. level = jasd->status.job_level; exp = jasd->status.job_exp; job = jasd->class_|JOBL_BABY; //Preserve current Job by babyfying it. [Skotlex] job = pc_mapid2jobid(job, jasd->status.sex); if (job != -1 && pc_jobchange(jasd, job, 0) == 0) { //Success, and give Junior the Baby skills. [Skotlex] //Restore job level and experience. jasd->status.job_level = level; jasd->status.job_exp = exp; clif_updatestatus(jasd,SP_JOBLEVEL); clif_updatestatus(jasd,SP_JOBEXP); pc_skill(jasd,WE_BABY,1,0); pc_skill(jasd,WE_CALLPARENT,1,0); clif_displaymessage(jasd->fd, msg_txt(12)); // Your job has been changed. //We should also grant the parent skills to the parents [Skotlex] pc_skill(sd,WE_CALLBABY,1,0); pc_skill(dstsd,WE_CALLBABY,1,0); } else { clif_displaymessage(jasd->fd, msg_txt(155)); // Impossible to change your job. return -1; } return 0; } /*========================================== * sdの相方のmap_session_dataを返す *------------------------------------------*/ struct map_session_data *pc_get_partner(struct map_session_data *sd) { //struct map_session_data *p_sd = NULL; //char *nick; //if(sd == NULL || !pc_ismarried(sd)) // return NULL; //nick=map_charid2nick(sd->status.partner_id); //if (nick==NULL) // return NULL; //if((p_sd=map_nick2sd(nick)) == NULL ) // return NULL; if (sd && pc_ismarried(sd)) // charid2sd returns NULL if not found return map_charid2sd(sd->status.partner_id); return NULL; } struct map_session_data *pc_get_father (struct map_session_data *sd) { if (sd && sd->class_&JOBL_BABY && sd->status.father > 0) // charid2sd returns NULL if not found return map_charid2sd(sd->status.father); return NULL; } struct map_session_data *pc_get_mother (struct map_session_data *sd) { if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0) // charid2sd returns NULL if not found return map_charid2sd(sd->status.mother); return NULL; } struct map_session_data *pc_get_child (struct map_session_data *sd) { if (sd && pc_ismarried(sd) && sd->status.child > 0) // charid2sd returns NULL if not found return map_charid2sd(sd->status.child); return NULL; } void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick) { int hp = 0, sp = 0; if (sd->hp_loss.value) { sd->hp_loss.tick += diff_tick; while (sd->hp_loss.tick >= sd->hp_loss.rate) { hp += sd->hp_loss.value; sd->hp_loss.tick -= sd->hp_loss.rate; } } if (sd->sp_loss.value) { sd->sp_loss.tick += diff_tick; while (sd->sp_loss.tick >= sd->sp_loss.rate) { sp += sd->sp_loss.value; sd->sp_loss.tick -= sd->sp_loss.rate; } } if (hp > 0 || sp > 0) status_zap(&sd->bl, hp, sp); return; } //Character regen. Flag is used to know which types of regen can take place. //&1: HP regen //&2: SP regen void pc_regen (struct map_session_data *sd, unsigned int diff_tick) { int hp = 0, sp = 0; if (sd->hp_regen.value) { sd->hp_regen.tick += diff_tick; while (sd->hp_regen.tick >= sd->hp_regen.rate) { hp += sd->hp_regen.value; sd->hp_regen.tick -= sd->hp_regen.rate; } } if (sd->sp_regen.value) { sd->sp_regen.tick += diff_tick; while (sd->sp_regen.tick >= sd->sp_regen.rate) { sp += sd->sp_regen.value; sd->sp_regen.tick -= sd->sp_regen.rate; } } if (hp > 0 || sp > 0) status_heal(&sd->bl, hp, sp, 0); return; } /*========================================== * セ?ブポイントの保存 *------------------------------------------*/ int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y) { nullpo_retr(0, sd); sd->status.save_point.map = mapindex; sd->status.save_point.x = x; sd->status.save_point.y = y; return 0; } /*========================================== * 自動セ?ブ 各クライアント *------------------------------------------*/ static int last_save_id=0,save_flag=0; static int pc_autosave_sub(DBKey key,void * data,va_list ap) { struct map_session_data *sd = (TBL_PC*)data; if(sd->bl.id == last_save_id && save_flag != 1) { save_flag = 1; return 1; } if(save_flag != 1) //Not our turn to save yet. return 0; if (sd->state.waitingdisconnect) //Invalid char to save. return 0; //Save char. last_save_id = sd->bl.id; save_flag=2; // pet if(sd->status.pet_id > 0 && sd->pd) intif_save_petdata(sd->status.account_id,&sd->pd->pet); if(sd->state.finalsave) { //Save ack hasn't returned from char-server yet? Retry. ShowDebug("pc_autosave: Resending to save logging out char %d:%d (save ack from char-server hasn't arrived yet)\n", sd->status.account_id, sd->status.char_id); sd->state.finalsave = 0; chrif_save(sd,1); } else chrif_save(sd,0); return 1; } /*========================================== * 自動セ?ブ (timer??) *------------------------------------------*/ int pc_autosave(int tid,unsigned int tick,int id,int data) { int interval; if(save_flag == 2) //Someone was saved on last call, normal cycle save_flag = 0; else save_flag = 1; //Noone was saved, so save first found char. map_foreachpc(pc_autosave_sub); interval = autosave_interval/(clif_countusers()+1); if(interval < minsave_interval) interval = minsave_interval; add_timer(gettick()+interval,pc_autosave,0,0); return 0; } int pc_read_gm_account(int fd) { //FIXME: this implementation is a total failure (direct reading from RFIFO) [ultramage] int i = 0; if (gm_account != NULL) aFree(gm_account); GM_num = 0; gm_account = (struct gm_account *) aMallocA(((RFIFOW(fd,2) - 4) / 5)*sizeof(struct gm_account)); for (i = 4; i < RFIFOW(fd,2); i += 5) { gm_account[GM_num].account_id = RFIFOL(fd,i); gm_account[GM_num].level = (int)RFIFOB(fd,i+4); GM_num++; } return GM_num; } static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap) { if (sd->state.night != night_flag && map[sd->bl.m].flag.nightenabled) { //Night/day state does not match. clif_status_load(&sd->bl, SI_NIGHT, night_flag); //New night effect by dynamix [Skotlex] sd->state.night = night_flag; return 1; } return 0; } /*================================================ * timer to do the day [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------*/ int map_day_timer(int tid, unsigned int tick, int id, int data) { char tmp_soutput[1024]; if (data == 0 && battle_config.day_duration <= 0) // if we want a day return 0; if (!night_flag) return 0; //Already day. night_flag = 0; // 0=day, 1=night [Yor] clif_foreachclient(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived! intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0); return 0; } /*================================================ * timer to do the night [Yor] * data: 0 = called by timer, 1 = gmcommand/script *------------------------------------------------*/ int map_night_timer(int tid, unsigned int tick, int id, int data) { char tmp_soutput[1024]; if (data == 0 && battle_config.night_duration <= 0) // if we want a night return 0; if (night_flag) return 0; //Already nigth. night_flag = 1; // 0=day, 1=night [Yor] clif_foreachclient(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen... intif_GMmessage(tmp_soutput, strlen(tmp_soutput) + 1, 0); return 0; } void pc_setstand(struct map_session_data *sd){ nullpo_retv(sd); if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1) status_change_end(&sd->bl,SC_TENSIONRELAX,-1); //Reset sitting tick. sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0; sd->state.dead_sit = sd->vd.dead_sit = 0; } /*========================================== * Duel organizing functions [LuzZza] *------------------------------------------*/ void duel_savetime(struct map_session_data* sd) { time_t timer; struct tm *t; time(&timer); t = localtime(&timer); pc_setglobalreg(sd, "PC_LAST_DUEL_TIME", t->tm_mday*24*60 + t->tm_hour*60 + t->tm_min); return; } int duel_checktime(struct map_session_data* sd) { int diff; time_t timer; struct tm *t; time(&timer); t = localtime(&timer); diff = t->tm_mday*24*60 + t->tm_hour*60 + t->tm_min - pc_readglobalreg(sd, "PC_LAST_DUEL_TIME"); return !(diff >= 0 && diff < battle_config.duel_time_interval); } static int duel_showinfo_sub(struct map_session_data* sd, va_list va) { struct map_session_data *ssd = va_arg(va, struct map_session_data*); int *p = va_arg(va, int*); char output[256]; if (sd->duel_group != ssd->duel_group) return 0; sprintf(output, " %d. %s", ++(*p), sd->status.name); clif_disp_onlyself(ssd, output, strlen(output)); return 1; } int duel_showinfo(const unsigned int did, struct map_session_data* sd) { int p=0; char output[256]; if(duel_list[did].max_players_limit > 0) sprintf(output, msg_txt(370), //" -- Duels: %d/%d, Members: %d/%d, Max players: %d --" did, duel_count, duel_list[did].members_count, duel_list[did].members_count + duel_list[did].invites_count, duel_list[did].max_players_limit); else sprintf(output, msg_txt(371), //" -- Duels: %d/%d, Members: %d/%d --" did, duel_count, duel_list[did].members_count, duel_list[did].members_count + duel_list[did].invites_count); clif_disp_onlyself(sd, output, strlen(output)); clif_foreachclient(duel_showinfo_sub, sd, &p); return 0; } int duel_create(struct map_session_data* sd, const unsigned int maxpl) { int i=1; char output[256]; while(duel_list[i].members_count > 0 && i < MAX_DUEL) i++; if(i == MAX_DUEL) return 0; duel_count++; sd->duel_group = i; duel_list[i].members_count++; duel_list[i].invites_count = 0; duel_list[i].max_players_limit = maxpl; strcpy(output, msg_txt(372)); // " -- Duel has been created (@invite/@leave) --" clif_disp_onlyself(sd, output, strlen(output)); clif_set0199(sd->fd, 1); //clif_misceffect2(&sd->bl, 159); return i; } int duel_invite(const unsigned int did, struct map_session_data* sd, struct map_session_data* target_sd) { char output[256]; // " -- Player %s invites %s to duel --" sprintf(output, msg_txt(373), sd->status.name, target_sd->status.name); clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS); target_sd->duel_invite = did; duel_list[did].invites_count++; // "Blue -- Player %s invites you to PVP duel (@accept/@reject) --" sprintf(output, msg_txt(374), sd->status.name); clif_GMmessage((struct block_list *)target_sd, output, strlen(output)+1, 3); return 0; } static int duel_leave_sub(struct map_session_data* sd, va_list va) { int did = va_arg(va, int); if (sd->duel_invite == did) sd->duel_invite = 0; return 0; } int duel_leave(const unsigned int did, struct map_session_data* sd) { char output[256]; // " <- Player %s has left duel --" sprintf(output, msg_txt(375), sd->status.name); clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS); duel_list[did].members_count--; if(duel_list[did].members_count == 0) { clif_foreachclient(duel_leave_sub, did); duel_count--; } sd->duel_group = 0; duel_savetime(sd); clif_set0199(sd->fd, 0); return 0; } int duel_accept(const unsigned int did, struct map_session_data* sd) { char output[256]; duel_list[did].members_count++; sd->duel_group = sd->duel_invite; duel_list[did].invites_count--; sd->duel_invite = 0; // " -> Player %s has accepted duel --" sprintf(output, msg_txt(376), sd->status.name); clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS); clif_set0199(sd->fd, 1); //clif_misceffect2(&sd->bl, 159); return 0; } int duel_reject(const unsigned int did, struct map_session_data* sd) { char output[256]; // " -- Player %s has rejected duel --" sprintf(output, msg_txt(377), sd->status.name); clif_disp_message(&sd->bl, output, strlen(output), DUEL_WOS); duel_list[did].invites_count--; sd->duel_invite = 0; return 0; } int pc_split_str(char *str,char **val,int num) { int i; for (i=0; i UINT_MAX) { val[i] = UINT_MAX; if (!warning) { warning = 1; ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX); } } else val[i] = (unsigned int)f; str = strchr(str,sep); if (str) *str++=0; } //Zero up the remaining. for(j=i; j < max; j++) val[j] = 0; return i; } // // 初期化物 // /*========================================== * 設定ファイル?み?む * exp.txt 必要??値 * job_db1.txt 重量,hp,sp,攻?速度 * job_db2.txt job能力値ボ?ナス * skill_tree.txt 各職?のスキルツリ? * attr_fix.txt ?性修正テ?ブル * size_fix.txt サイズ補正テ?ブル * refine_db.txt 精?デ?タテ?ブル *------------------------------------------*/ int pc_readdb(void) { int i,j,k; FILE *fp; char line[24000],*p; // 必要??値?み?み memset(exp_table,0,sizeof(exp_table)); memset(max_level,0,sizeof(max_level)); sprintf(line, "%s/exp.txt", db_path); fp=fopen(line, "r"); if(fp==NULL){ ShowError("can't read %s\n", line); return 1; } while(fgets(line, sizeof(line), fp)) { int jobs[MAX_PC_CLASS], job_count, job; int type; unsigned int ui,maxlv; char *split[4]; if(line[0]=='/' && line[1]=='/') continue; if (pc_split_str(line,split,4) < 4) continue; job_count = pc_split_atoi(split[1],jobs,':',MAX_PC_CLASS); if (job_count < 1) continue; job = jobs[0]; if (!pcdb_checkid(job)) { ShowError("pc_readdb: Invalid job ID %d.\n", job); continue; } type = atoi(split[2]); if (type < 0 || type > 1) { ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type); continue; } maxlv = atoi(split[0]); if (maxlv > MAX_LEVEL) { ShowWarning("pc_readdb: Specified max level %u for job %d is beyond server's limit (%u).\n ", maxlv, job, MAX_LEVEL); maxlv = MAX_LEVEL; } //We send one less and then one more because the last entry in the exp array should hold 0. max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',maxlv-1)+1; //Reverse check in case the array has a bunch of trailing zeros... [Skotlex] //The reasoning behind the -2 is this... if the max level is 5, then the array //should look like this: //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3. while ((ui = max_level[job][type]) >= 2 && exp_table[job][type][ui-2] <= 0) max_level[job][type]--; if (max_level[job][type] < maxlv) { ShowWarning("pc_readdb: Specified max %u for job %d, but that job's exp table only goes up to level %u.\n", maxlv, job, max_level[job][type]); ShowInfo("Filling the missing values with the last exp entry.\n"); //Fill the requested values with the last entry. ui = (max_level[job][type] <= 2? 0: max_level[job][type]-2); for (; ui+2 < maxlv; ui++) exp_table[job][type][ui] = exp_table[job][type][ui-1]; max_level[job][type] = maxlv; } // ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job, max_level[job][type]); for (i = 1; i < job_count; i++) { job = jobs[i]; if (!pcdb_checkid(job)) { ShowError("pc_readdb: Invalid job ID %d.\n", job); continue; } memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0])); max_level[job][type] = maxlv; // ShowDebug("%s - Class %d: %u\n", type?"Job":"Base", job, max_level[job][type]); } } fclose(fp); for (i = 0; i < MAX_PC_CLASS; i++) { if (!pcdb_checkid(i)) continue; if (i == JOB_WEDDING || i == JOB_XMAS) continue; //Classes that do not need exp tables. if (!max_level[i][0]) ShowWarning("Class %s (%d) does not has a base exp table.\n", job_name(i), i); if (!max_level[i][1]) ShowWarning("Class %s (%d) does not has a job exp table.\n", job_name(i), i); } ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","exp.txt"); // スキルツリ? memset(skill_tree,0,sizeof(skill_tree)); sprintf(line, "%s/skill_tree.txt", db_path); fp=fopen(line,"r"); if(fp==NULL){ ShowError("can't read %s\n", line); return 1; } while(fgets(line, sizeof(line), fp)) { char *split[50]; int f=0, m=3; if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j<14 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } if(j<13) continue; if (j == 14) { f=1; // MinJobLvl has been added m++; } // check for bounds [celest] if (atoi(split[0]) >= MAX_PC_CLASS) continue; k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex] for(j = 0; j < MAX_SKILL_TREE && skill_tree[atoi(split[0])][j].id && skill_tree[atoi(split[0])][j].id != k; j++); if (j == MAX_SKILL_TREE) { ShowWarning("Unable to load skill %d into job %d's tree. Maximum number of skills per class has been reached.\n", k, atoi(split[0])); continue; } skill_tree[atoi(split[0])][j].id=k; skill_tree[atoi(split[0])][j].max=atoi(split[2]); if (f) skill_tree[atoi(split[0])][j].joblv=atoi(split[3]); for(k=0;k<5;k++){ skill_tree[atoi(split[0])][j].need[k].id=atoi(split[k*2+m]); skill_tree[atoi(split[0])][j].need[k].lv=atoi(split[k*2+m+1]); } } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","skill_tree.txt"); // ?性修正テ?ブル for(i=0;i<4;i++) for(j=0;j0) p++; attr_fix_table[lv-1][i][j]=atoi(p); if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0) attr_fix_table[lv-1][i][j] = 0; p=strchr(p,','); if(p) *p++=0; } i++; } } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","attr_fix.txt"); // スキルツリ? memset(statp,0,sizeof(statp)); i=1; j=45; // base points sprintf(line, "%s/statpoint.txt", db_path); fp=fopen(line,"r"); if(fp == NULL){ ShowStatus("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line); //return 1; } else { while(fgets(line, sizeof(line), fp)) { if(line[0]=='/' && line[1]=='/') continue; if ((j=atoi(line))<0) j=0; if (i > MAX_LEVEL) break; statp[i]=j; i++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","statpoint.txt"); } // generate the remaining parts of the db if necessary for (; i <= MAX_LEVEL; i++) { j += (i+15)/5; statp[i] = j; } return 0; } // Read MOTD on startup. [Valaris] int pc_read_motd(void) { FILE *fp; int ln=0,i=0; memset(motd_text,0,sizeof(motd_text)); if ((fp = fopen(motd_txt, "r")) != NULL) { while ((ln < MOTD_LINE_SIZE) && fgets(motd_text[ln], sizeof(motd_text[ln])-1, fp) != NULL) { if(motd_text[ln][0] == '/' && motd_text[ln][1] == '/') continue; for(i=0; motd_text[ln][i]; i++) { if (motd_text[ln][i] == '\r' || motd_text[ln][i]== '\n') { if(i) motd_text[ln][i]=0; else motd_text[ln][0]=' '; ln++; break; } } } fclose(fp); } else if(battle_config.error_log) ShowWarning("In function pc_read_motd() -> File '"CL_WHITE"%s"CL_RESET"' not found.\n", motd_txt); return 0; } /*========================================== * pc? 係初期化 *------------------------------------------*/ void do_final_pc(void) { if (gm_account) aFree(gm_account); return; } int do_init_pc(void) { pc_readdb(); pc_read_motd(); // Read MOTD [Valaris] add_timer_func_list(pc_invincible_timer, "pc_invincible_timer"); add_timer_func_list(pc_eventtimer, "pc_eventtimer"); add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer"); add_timer_func_list(pc_autosave, "pc_autosave"); add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer"); add_timer_func_list(pc_follow_timer, "pc_follow_timer"); add_timer(gettick() + autosave_interval, pc_autosave, 0, 0); if (battle_config.day_duration > 0 && battle_config.night_duration > 0) { int day_duration = battle_config.day_duration; int night_duration = battle_config.night_duration; // add night/day timer (by [yor]) add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor] add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor] if (!battle_config.night_at_start) { night_flag = 0; // 0=day, 1=night [Yor] day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration); night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration); } else { night_flag = 1; // 0=day, 1=night [Yor] day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration); night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration); } } return 0; }