#include "pc.hpp"
#include <cassert>
#include <cstdlib>
#include <cstring>
#include <fstream>
#include "../strings/fstring.hpp"
#include "../strings/zstring.hpp"
#include "../common/cxxstdio.hpp"
#include "../common/io.hpp"
#include "../common/nullpo.hpp"
#include "../common/random.hpp"
#include "../common/socket.hpp"
#include "../common/timer.hpp"
#include "atcommand.hpp"
#include "battle.hpp"
#include "chrif.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "magic.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "npc.hpp"
#include "party.hpp"
#include "path.hpp"
#include "script.hpp"
#include "skill.hpp"
#include "storage.hpp"
#include "trade.hpp"
#include "../poison.hpp"
// PVP順位計算の間隔
constexpr std::chrono::milliseconds PVP_CALCRANK_INTERVAL =
std::chrono::seconds(1);
//define it here, since the ifdef only occurs in this file
#define USE_ASTRAL_SOUL_SKILL
#ifdef USE_ASTRAL_SOUL_SKILL
// [fate] At this threshold, the Astral Soul skill kicks in
constexpr int MAGIC_SKILL_THRESHOLD = 200;
#endif
#define MAP_LOG_STATS(sd, suffix) \
MAP_LOG_PC(sd, "STAT %d %d %d %d %d %d " suffix, \
sd->status.attrs[ATTR::STR], \
sd->status.attrs[ATTR::AGI], \
sd->status.attrs[ATTR::VIT], \
sd->status.attrs[ATTR::INT], \
sd->status.attrs[ATTR::DEX], \
sd->status.attrs[ATTR::LUK])
#define MAP_LOG_XP(sd, suffix) \
MAP_LOG_PC(sd, "XP %d %d JOB %d %d %d ZENY %d + %d " suffix, \
sd->status.base_level, sd->status.base_exp, \
sd->status.job_level, sd->status.job_exp, sd->status.skill_point, \
sd->status.zeny, pc_readaccountreg(sd, stringish<VarName>("BankAccount")))
#define MAP_LOG_MAGIC(sd, suffix) \
MAP_LOG_PC(sd, "MAGIC %d %d %d %d %d %d EXP %d %d " suffix, \
sd->status.skill[SkillID::TMW_MAGIC].lv, \
sd->status.skill[SkillID::TMW_MAGIC_LIFE].lv, \
sd->status.skill[SkillID::TMW_MAGIC_WAR].lv, \
sd->status.skill[SkillID::TMW_MAGIC_TRANSMUTE].lv, \
sd->status.skill[SkillID::TMW_MAGIC_NATURE].lv, \
sd->status.skill[SkillID::TMW_MAGIC_ETHER].lv, \
pc_readglobalreg(sd, stringish<VarName>("MAGIC_EXPERIENCE")) & 0xffff, \
(pc_readglobalreg(sd, stringish<VarName>("MAGIC_EXPERIENCE")) >> 24) & 0xff)
static //const
int max_weight_base_0 = 20000;
static //const
int hp_coefficient_0 = 0;
static //const
int hp_coefficient2_0 = 500;
// TODO see if this can be turned into an "as-needed" formula
static
int hp_sigma_val_0[MAX_LEVEL];
static //const
int sp_coefficient_0 = 100;
// coefficients for each weapon type
// (not all used)
static //const
earray<interval_t, ItemLook, ItemLook::SINGLE_HANDED_COUNT> aspd_base_0 //=
{{
std::chrono::milliseconds(650),
std::chrono::milliseconds(700),
std::chrono::milliseconds(750),
std::chrono::milliseconds(600),
std::chrono::milliseconds(2000),
std::chrono::milliseconds(2000),
std::chrono::milliseconds(800),
std::chrono::milliseconds(2000),
std::chrono::milliseconds(700),
std::chrono::milliseconds(700),
std::chrono::milliseconds(650),
std::chrono::milliseconds(900),
std::chrono::milliseconds(2000),
std::chrono::milliseconds(2000),
std::chrono::milliseconds(2000),
std::chrono::milliseconds(2000),
std::chrono::milliseconds(2000),
}};
static const
int exp_table_0[MAX_LEVEL] =
{
// 1 .. 9
9, 16, 25, 36,
77, 112, 153, 200, 253,
// 10 .. 19
320, 385, 490, 585, 700,
830, 970, 1120, 1260, 1420,
// 20 .. 29
1620, 1860, 1990, 2240, 2504,
2950, 3426, 3934, 4474, 6889,
// 30 .. 39
7995, 9174, 10425, 11748, 13967,
15775, 17678, 19677, 21773, 30543,
// 40 .. 49
34212, 38065, 42102, 46323, 53026,
58419, 64041, 69892, 75973, 102468,
// 50 .. 59
115254, 128692, 142784, 157528, 178184,
196300, 215198, 234879, 255341, 330188,
// 60 .. 69
365914, 403224, 442116, 482590, 536948,
585191, 635278, 687211, 740988, 925400,
// 70 .. 79
1473746, 1594058, 1718928, 1848355, 1982340,
2230113, 2386162, 2547417, 2713878, 3206160,
// 80 .. 89
3681024, 4022472, 4377024, 4744680, 5125440,
5767272, 6204000, 6655464, 7121664, 7602600,
// 90 .. 99
9738720, 11649960, 13643520, 18339300, 23836800,
35658000, 48687000, 58135000, 99999999, 0,
};
// is this *actually* used anywhere?
static const
int exp_table_7[MAX_LEVEL] =
{
// 1 .. 9
10, 18, 28, 40, 91, 151, 205, 268, 340
};
// TODO generate this table instead
static int stat_p[MAX_LEVEL] =
{
// 1..9
48, 52, 56, 60, 64, 69, 74, 79, 84,
// 10..19
90, 96, 102,108,115, 122,129,136,144,152,
// 20..29
160,168,177,186,195, 204,214,224,234,244,
// 30..39
255,266,277,288,300, 312,324,336,349,362,
// 40..49
375,388,402,416,430, 444,459,474,489,504,
// 50..59
520,536,552,568,585, 602,619,636,654,672,
// 60..69
690,708,727,746,765, 784,804,824,844,864,
// 70..79
885,906,927,948,970, 992,1014,1036,1059,1082,
// 80..89
1105,1128,1152,1176,1200, 1224,1249,1274,1299,1324,
// 90..99
1350,1376,1402,1428,1455, 1482,1509,1536,1564,1592,
// 100..109
1620,1648,1677,1706,1735, 1764,1794,1824,1854,1884,
// 110..119
1915,1946,1977,2008,2040, 2072,2104,2136,2169,2202,
// 120..129
2235,2268,2302,2336,2370, 2404,2439,2474,2509,2544,
// 130..139
2580,2616,2652,2688,2725, 2762,2799,2836,2874,2912,
// 140..149
2950,2988,3027,3066,3105, 3144,3184,3224,3264,3304,
// 150..159
3345,3386,3427,3468,3510, 3552,3594,3636,3679,3722,
// 160..169
3765,3808,3852,3896,3940, 3984,4029,4074,4119,4164,
// 170..179
4210,4256,4302,4348,4395, 4442,4489,4536,4584,4632,
// 180..189
4680,4728,4777,4826,4875, 4924,4974,5024,5074,5124,
// 190..199
5175,5226,5277,5328,5380, 5432,5484,5536,5589,5642,
// 200..209
5695,5748,5802,5856,5910, 5964,6019,6074,6129,6184,
// 210..219
6240,6296,6352,6408,6465, 6522,6579,6636,6694,6752,
// 220..229
6810,6868,6927,6986,7045, 7104,7164,7224,7284,7344,
// 230..239
7405,7466,7527,7588,7650, 7712,7774,7836,7899,7962,
// 240..249
8025,8088,8152,8216,8280, 8344,8409,8474,8539,8604,
// 250..255
8670,8736,8802,8868,8935, 9002,
};
static
earray<EPOS, EQUIP, EQUIP::COUNT> equip_pos //=
{{
EPOS::MISC2,
EPOS::CAPE,
EPOS::SHOES,
EPOS::GLOVES,
EPOS::LEGS,
EPOS::TORSO,
EPOS::HAT,
EPOS::MISC1,
EPOS::SHIELD,
EPOS::WEAPON,
EPOS::ARROW,
}};
static
std::map<int, uint8_t> gm_accountm;
static
int pc_checkoverhp(dumb_ptr<map_session_data> sd);
static
int pc_checkoversp(dumb_ptr<map_session_data> sd);
static
int pc_nextbaseafter(dumb_ptr<map_session_data> sd);
static
int pc_nextjobafter(dumb_ptr<map_session_data> sd);
static
void pc_setdead(dumb_ptr<map_session_data> sd)
{
sd->state.dead_sit = 1;
}
uint8_t pc_isGM(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
auto it = gm_accountm.find(sd->status.account_id);
if (it != gm_accountm.end())
return it->second;
return 0;
}
int pc_iskiller(dumb_ptr<map_session_data> src,
dumb_ptr<map_session_data> target)
{
nullpo_ret(src);
if (src->bl_type != BL::PC)
return 0;
if (src->special_state.killer)
return 1;
if (target->bl_type != BL::PC)
return 0;
if (target->special_state.killable)
return 1;
return 0;
}
void pc_set_gm_level(int account_id, uint8_t level)
{
if (level)
gm_accountm[account_id] = level;
else
gm_accountm.erase(account_id);
}
static
int distance(int x0, int y0, int x1, int y1)
{
int dx, dy;
dx = abs(x0 - x1);
dy = abs(y0 - y1);
return dx > dy ? dx : dy;
}
static
void pc_invincible_timer(TimerData *, tick_t, int id)
{
dumb_ptr<map_session_data> sd = map_id2sd(id);
assert (sd != NULL);
assert (sd->bl_type == BL::PC);
}
int pc_setinvincibletimer(dumb_ptr<map_session_data> sd, interval_t val)
{
nullpo_ret(sd);
sd->invincible_timer = Timer(gettick() + val,
std::bind(pc_invincible_timer, ph::_1, ph::_2,
sd->bl_id));
return 0;
}
int pc_delinvincibletimer(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
sd->invincible_timer.cancel();
return 0;
}
int pc_setrestartvalue(dumb_ptr<map_session_data> sd, int type)
{
nullpo_ret(sd);
{
if (battle_config.restart_hp_rate < 50)
sd->status.hp = (sd->status.max_hp) / 2;
else
{
if (battle_config.restart_hp_rate <= 0)
sd->status.hp = 1;
else
{
sd->status.hp =
sd->status.max_hp * battle_config.restart_hp_rate / 100;
if (sd->status.hp <= 0)
sd->status.hp = 1;
}
}
if (battle_config.restart_sp_rate > 0)
{
int sp = sd->status.max_sp * battle_config.restart_sp_rate / 100;
if (sd->status.sp < sp)
sd->status.sp = sp;
}
}
if (type & 1)
clif_updatestatus(sd, SP::HP);
if (type & 1)
clif_updatestatus(sd, SP::SP);
sd->heal_xp = 0; // [Fate] Set gainable xp for healing this player to 0
return 0;
}
/*==========================================
* 自分をロックしているMOBの数を数える(foreachclient)
*------------------------------------------
*/
static
void pc_counttargeted_sub(dumb_ptr<block_list> bl,
int id, int *c, dumb_ptr<block_list> src, ATK target_lv)
{
nullpo_retv(bl);
if (id == bl->bl_id || (src && id == src->bl_id))
return;
if (bl->bl_type == BL::PC)
{
dumb_ptr<map_session_data> sd = bl->is_player();
if (sd->attacktarget == id && sd->attacktimer
&& sd->attacktarget_lv >= target_lv)
(*c)++;
}
else if (bl->bl_type == BL::MOB)
{
dumb_ptr<mob_data> md = bl->is_mob();
if (md->target_id == id && md->timer
&& md->state.state == MS::ATTACK && md->target_lv >= target_lv)
(*c)++;
}
}
int pc_counttargeted(dumb_ptr<map_session_data> sd, dumb_ptr<block_list> src,
ATK target_lv)
{
int c = 0;
map_foreachinarea(std::bind(pc_counttargeted_sub, ph::_1, sd->bl_id, &c, src, target_lv),
sd->bl_m,
sd->bl_x - AREA_SIZE, sd->bl_y - AREA_SIZE,
sd->bl_x + AREA_SIZE, sd->bl_y + AREA_SIZE,
BL::NUL);
return c;
}
/*==========================================
* ローカルプロトタイプ宣言 (必要な物のみ)
*------------------------------------------
*/
static
int pc_walktoxy_sub(dumb_ptr<map_session_data>);
/*==========================================
* saveに必要なステータス修正を行なう
*------------------------------------------
*/
void pc_makesavestatus(dumb_ptr<map_session_data> sd)
{
nullpo_retv(sd);
// 服の色は色々弊害が多いので保存対象にはしない
if (!battle_config.save_clothcolor)
sd->status.clothes_color = 0;
// 死亡状態だったのでhpを1、位置をセーブ場所に変更
if (pc_isdead(sd))
{
pc_setrestartvalue(sd, 0);
sd->status.last_point = sd->status.save_point;
}
else
{
sd->status.last_point.map_ = sd->mapname_;
sd->status.last_point.x = sd->bl_x;
sd->status.last_point.y = sd->bl_y;
}
// セーブ禁止マップだったので指定位置に移動
if (sd->bl_m->flag.nosave)
{
map_local *m = sd->bl_m;
if (m->save.map_ == "SavePoint")
sd->status.last_point = sd->status.save_point;
else
sd->status.last_point = m->save;
}
}
/*==========================================
* 接続時の初期化
*------------------------------------------
*/
int pc_setnewpc(dumb_ptr<map_session_data> sd, int account_id, int char_id,
int login_id1, tick_t client_tick, SEX sex)
{
nullpo_ret(sd);
sd->bl_id = account_id;
sd->char_id = char_id;
sd->login_id1 = login_id1;
sd->login_id2 = 0; // at this point, we can not know the value :(
sd->client_tick = client_tick;
sd->sex = sex;
sd->state.auth = 0;
sd->bl_type = BL::PC;
sd->canact_tick = sd->canmove_tick = gettick();
sd->canlog_tick = gettick();
sd->state.waitingdisconnect = 0;
return 0;
}
EPOS pc_equippoint(dumb_ptr<map_session_data> sd, int n)
{
nullpo_retr(EPOS::ZERO, sd);
if (!sd->inventory_data[n])
return EPOS::ZERO;
EPOS ep = sd->inventory_data[n]->equip;
return ep;
}
static
int pc_setinventorydata(dumb_ptr<map_session_data> sd)
{
int i, id;
nullpo_ret(sd);
for (i = 0; i < MAX_INVENTORY; i++)
{
id = sd->status.inventory[i].nameid;
sd->inventory_data[i] = itemdb_search(id);
}
return 0;
}
static
int pc_calcweapontype(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
if (sd->weapontype1 != ItemLook::NONE
&& sd->weapontype2 == ItemLook::NONE)
sd->status.weapon = sd->weapontype1;
if (sd->weapontype1 == ItemLook::NONE
&& sd->weapontype2 != ItemLook::NONE)
sd->status.weapon = sd->weapontype2;
else if (sd->weapontype1 == ItemLook::BLADE
&& sd->weapontype2 == ItemLook::BLADE)
sd->status.weapon = ItemLook::DUAL_BLADE;
else if (sd->weapontype1 == ItemLook::_2
&& sd->weapontype2 == ItemLook::_2)
sd->status.weapon = ItemLook::DUAL_2;
else if (sd->weapontype1 == ItemLook::_6
&& sd->weapontype2 == ItemLook::_6)
sd->status.weapon = ItemLook::DUAL_6;
else if ((sd->weapontype1 == ItemLook::BLADE
&& sd->weapontype2 == ItemLook::_2)
|| (sd->weapontype1 == ItemLook::_2
&& sd->weapontype2 == ItemLook::BLADE))
sd->status.weapon = ItemLook::DUAL_12;
else if (
(sd->weapontype1 == ItemLook::BLADE
&& sd->weapontype2 == ItemLook::_6)
|| (sd->weapontype1 == ItemLook::_6
&& sd->weapontype2 == ItemLook::BLADE))
sd->status.weapon = ItemLook::DUAL_16;
else if (
(sd->weapontype1 == ItemLook::_2
&& sd->weapontype2 == ItemLook::_6)
|| (sd->weapontype1 == ItemLook::_6
&& sd->weapontype2 == ItemLook::_2))
sd->status.weapon = ItemLook::DUAL_26;
else
sd->status.weapon = sd->weapontype1;
return 0;
}
static
int pc_setequipindex(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
for (EQUIP i : EQUIPs)
sd->equip_index[i] = -1;
for (int i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid <= 0)
continue;
if (bool(sd->status.inventory[i].equip))
{
for (EQUIP j : EQUIPs)
if (bool(sd->status.inventory[i].equip & equip_pos[j]))
sd->equip_index[j] = i;
if (bool(sd->status.inventory[i].equip & EPOS::WEAPON))
{
if (sd->inventory_data[i])
sd->weapontype1 = sd->inventory_data[i]->look;
else
sd->weapontype1 = ItemLook::NONE;
}
if (bool(sd->status.inventory[i].equip & EPOS::SHIELD))
{
if (sd->inventory_data[i])
{
if (sd->inventory_data[i]->type == ItemType::WEAPON)
{
if (sd->status.inventory[i].equip == EPOS::SHIELD)
sd->weapontype2 = sd->inventory_data[i]->look;
else
sd->weapontype2 = ItemLook::NONE;
}
else
sd->weapontype2 = ItemLook::NONE;
}
else
sd->weapontype2 = ItemLook::NONE;
}
}
}
pc_calcweapontype(sd);
return 0;
}
static
int pc_isequip(dumb_ptr<map_session_data> sd, int n)
{
struct item_data *item;
eptr<struct status_change, StatusChange> sc_data;
//転生や養子の場合の元の職業を算出する
nullpo_ret(sd);
item = sd->inventory_data[n];
sc_data = battle_get_sc_data(sd);
if (battle_config.gm_all_equipment > 0
&& pc_isGM(sd) >= battle_config.gm_all_equipment)
return 1;
if (item == NULL)
return 0;
if (item->sex != SEX::NEUTRAL && sd->status.sex != item->sex)
return 0;
if (item->elv > 0 && sd->status.base_level < item->elv)
return 0;
return 1;
}
/*==========================================
* session idに問題無し
* char鯖から送られてきたステータスを設定
*------------------------------------------
*/
int pc_authok(int id, int login_id2, TimeT connect_until_time,
short tmw_version, const struct mmo_charstatus *st)
{
dumb_ptr<map_session_data> sd = NULL;
struct party *p;
tick_t tick = gettick();
sd = map_id2sd(id);
if (sd == NULL)
return 1;
sd->login_id2 = login_id2;
sd->tmw_version = tmw_version;
sd->status = *st;
if (sd->status.sex != sd->sex)
{
clif_authfail_fd(sd->fd, 0);
return 1;
}
MAP_LOG_STATS(sd, "LOGIN");
MAP_LOG_XP(sd, "LOGIN");
MAP_LOG_MAGIC(sd, "LOGIN");
really_memzero_this(&sd->state);
// 基本的な初期化
sd->state.connect_new = 1;
sd->bl_prev = sd->bl_next = NULL;
sd->weapontype1 = sd->weapontype2 = ItemLook::NONE;
sd->speed = DEFAULT_WALK_SPEED;
sd->state.dead_sit = 0;
sd->dir = DIR::S;
sd->head_dir = DIR::S;
sd->state.auth = 1;
// sd->walktimer = nullptr;
// sd->attacktimer = nullptr;
// sd->invincible_timer = nullptr;
sd->deal_locked = 0;
sd->trade_partner = 0;
sd->inchealhptick = interval_t::zero();
sd->inchealsptick = interval_t::zero();
sd->hp_sub = interval_t::zero();
sd->sp_sub = interval_t::zero();
sd->quick_regeneration_hp.amount = 0;
sd->quick_regeneration_sp.amount = 0;
sd->heal_xp = 0;
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->attackabletime = tick;
/* We don't want players bypassing spell restrictions. [remoitnane] */
// Removed because it was buggy with the ~50 day wraparound,
// and there's already a limit on how fast you can log in and log out.
// -o11c
//
// The above is no longer accurate now that we use <chrono>, but
// I'm still not reverting this.
// -o11c
sd->cast_tick = tick; // + pc_readglobalreg (sd, "MAGIC_CAST_TICK");
// アカウント変数の送信要求
intif_request_accountreg(sd);
// アイテムチェック
pc_setinventorydata(sd);
pc_checkitem(sd);
// ステータス異常の初期化
for (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE))
{
// sd->sc_data[i].timer = nullptr;
sd->sc_data[i].val1 = 0;
}
sd->sc_count = 0;
sd->status.option = Option::ZERO;
// パーティー関係の初期化
sd->party_sended = 0;
sd->party_invite = 0;
sd->party_x = -1;
sd->party_y = -1;
sd->party_hp = -1;
// イベント関係の初期化
sd->eventqueuel.clear();
// 位置の設定
pc_setpos(sd, sd->status.last_point.map_, sd->status.last_point.x,
sd->status.last_point.y, BeingRemoveWhy::GONE);
// パーティ、ギルドデータの要求
if (sd->status.party_id > 0
&& (p = party_search(sd->status.party_id)) == NULL)
party_request_info(sd->status.party_id);
// pvpの設定
sd->pvp_rank = 0;
sd->pvp_point = 0;
// sd->pvp_timer = nullptr;
// 通知
clif_authok(sd);
map_addnickdb(sd);
if (!map_charid2nick(sd->status.char_id).to__actual())
map_addchariddb(sd->status.char_id, sd->status.name);
//スパノビ用死にカウンターのスクリプト変数からの読み出しとsdへのセット
sd->die_counter = pc_readglobalreg(sd, stringish<VarName>("PC_DIE_COUNTER"));
// ステータス初期計算など
pc_calcstatus(sd, 1);
if (pc_isGM(sd))
{
PRINTF("Connection accepted: character '%s' (account: %d; GM level %d).\n",
sd->status.name, sd->status.account_id, pc_isGM(sd));
clif_updatestatus(sd, SP::GM);
}
else
PRINTF("Connection accepted: Character '%s' (account: %d).\n",
sd->status.name, sd->status.account_id);
// TODO fix this to cache and use inotify
// this is far from the only such thing, but most of the others are logs
{
std::ifstream in(motd_txt.c_str());
if (in.is_open())
{
FString buf;
while (io::getline(in, buf))
{
clif_displaymessage(sd->fd, buf);
}
}
}
sd->auto_ban_info.in_progress = 0;
// Initialize antispam vars
sd->chat_reset_due = TimeT();
sd->chat_lines_in = sd->chat_total_repeats = 0;
sd->chat_repeat_reset_due = TimeT();
sd->chat_lastmsg = FString();
for (tick_t& t : sd->flood_rates)
t = tick_t();
sd->packet_flood_reset_due = TimeT();
sd->packet_flood_in = 0;
// message of the limited time of the account
if (connect_until_time)
{
// don't display if it's unlimited or unknow value
char tmpstr[] = WITH_TIMESTAMP("Your account time limit is: ");
REPLACE_TIMESTAMP(tmpstr, connect_until_time);
clif_wis_message(sd->fd, wisp_server_name, const_(tmpstr));
}
pc_calcstatus(sd, 1);
return 0;
}
/*==========================================
* session idに問題ありなので後始末
*------------------------------------------
*/
int pc_authfail(int id)
{
dumb_ptr<map_session_data> sd;
sd = map_id2sd(id);
if (sd == NULL)
return 1;
clif_authfail_fd(sd->fd, 0);
return 0;
}
static
int pc_calc_skillpoint(dumb_ptr<map_session_data> sd)
{
int i, skill_points = 0;
nullpo_ret(sd);
for (i = 0; i < skill_pool_skills_size; i++) {
int lv = sd->status.skill[skill_pool_skills[i]].lv;
if (lv)
skill_points += ((lv * (lv - 1)) >> 1) - 1;
}
return skill_points;
}
/*==========================================
* 重量アイコンの確認
*------------------------------------------
*/
int pc_checkweighticon(dumb_ptr<map_session_data> sd)
{
int flag = 0;
nullpo_ret(sd);
if (sd->weight * 2 >= sd->max_weight
&& !sd->sc_data[StatusChange::SC_FLYING_BACKPACK].timer)
flag = 1;
if (sd->weight * 10 >= sd->max_weight * 9)
flag = 2;
// this is horribly hackish and may have caused crashes
if (flag == 1)
{
if (!sd->sc_data[StatusChange::SC_WEIGHT50].timer)
skill_status_change_start(sd, StatusChange::SC_WEIGHT50, 0, interval_t::zero());
}
else
{
skill_status_change_end(sd, StatusChange::SC_WEIGHT50, nullptr);
}
if (flag == 2)
{
if (!sd->sc_data[StatusChange::SC_WEIGHT90].timer)
skill_status_change_start(sd, StatusChange::SC_WEIGHT90, 0, interval_t::zero());
}
else
{
skill_status_change_end(sd, StatusChange::SC_WEIGHT90, nullptr);
}
return 0;
}
static
void pc_set_weapon_look(dumb_ptr<map_session_data> sd)
{
if (sd->attack_spell_override)
clif_changelook(sd, LOOK::WEAPON,
sd->attack_spell_look_override);
else
clif_changelook(sd, LOOK::WEAPON,
static_cast<uint16_t>(sd->status.weapon));
}
/*==========================================
* パラメータ計算
* first==0の時、計算対象のパラメータが呼び出し前から
* 変 化した場合自動でsendするが、
* 能動的に変化させたパラメータは自前でsendするように
*------------------------------------------
*/
int pc_calcstatus(dumb_ptr<map_session_data> sd, int first)
{
int b_max_hp, b_max_sp, b_hp, b_sp, b_weight, b_max_weight,
b_hit, b_flee;
int b_watk, b_def, b_watk2, b_def2, b_flee2, b_critical,
b_attackrange, b_matk1, b_matk2, b_mdef, b_mdef2;
int b_base_atk;
int bl, index;
int aspd_rate, refinedef = 0;
int str, dstr, dex;
nullpo_ret(sd);
interval_t b_speed = sd->speed;
b_max_hp = sd->status.max_hp;
b_max_sp = sd->status.max_sp;
b_hp = sd->status.hp;
b_sp = sd->status.sp;
b_weight = sd->weight;
b_max_weight = sd->max_weight;
earray<int, ATTR, ATTR::COUNT> b_paramb = sd->paramb;
earray<int, ATTR, ATTR::COUNT> b_parame = sd->paramc;
earray<skill_value, SkillID, MAX_SKILL> b_skill = sd->status.skill;
b_hit = sd->hit;
b_flee = sd->flee;
interval_t b_aspd = sd->aspd;
b_watk = sd->watk;
b_def = sd->def;
b_watk2 = sd->watk2;
b_def2 = sd->def2;
b_flee2 = sd->flee2;
b_critical = sd->critical;
b_attackrange = sd->attackrange;
b_matk1 = sd->matk1;
b_matk2 = sd->matk2;
b_mdef = sd->mdef;
b_mdef2 = sd->mdef2;
b_base_atk = sd->base_atk;
sd->max_weight = max_weight_base_0 + sd->status.attrs[ATTR::STR] * 300;
if (first & 1)
{
sd->weight = 0;
for (int i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == 0
|| sd->inventory_data[i] == NULL)
continue;
sd->weight +=
sd->inventory_data[i]->weight *
sd->status.inventory[i].amount;
}
sd->cart_max_weight = battle_config.max_cart_weight;
sd->cart_weight = 0;
sd->cart_max_num = MAX_CART;
sd->cart_num = 0;
for (int i = 0; i < MAX_CART; i++)
{
if (sd->status.cart[i].nameid == 0)
continue;
sd->cart_weight +=
itemdb_weight(sd->status.cart[i].nameid) *
sd->status.cart[i].amount;
sd->cart_num++;
}
}
for (auto& p : sd->paramb)
p = 0;
for (auto& p : sd->parame)
p = 0;
sd->hit = 0;
sd->flee = 0;
sd->flee2 = 0;
sd->critical = 0;
sd->aspd = interval_t::zero();
sd->watk = 0;
sd->def = 0;
sd->mdef = 0;
sd->watk2 = 0;
sd->def2 = 0;
sd->mdef2 = 0;
sd->status.max_hp = 0;
sd->status.max_sp = 0;
sd->attackrange = 0;
sd->attackrange_ = 0;
sd->star = 0;
sd->overrefine = 0;
sd->matk1 = 0;
sd->matk2 = 0;
sd->speed = DEFAULT_WALK_SPEED;
sd->hprate = 100;
sd->sprate = 100;
sd->dsprate = 100;
sd->base_atk = 0;
sd->arrow_atk = 0;
sd->arrow_hit = 0;
sd->arrow_range = 0;
sd->nhealhp = sd->nhealsp = sd->nshealhp = sd->nshealsp = sd->nsshealhp =
sd->nsshealsp = 0;
really_memzero_this(&sd->special_state);
sd->watk_ = 0; //二刀流用(仮)
sd->watk_2 = 0;
sd->star_ = 0;
sd->overrefine_ = 0;
sd->aspd_rate = 100;
sd->speed_rate = 100;
sd->hprecov_rate = 100;
sd->sprecov_rate = 100;
sd->critical_def = 0;
sd->double_rate = 0;
sd->atk_rate = sd->matk_rate = 100;
sd->arrow_cri = 0;
sd->perfect_hit = 0;
sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
sd->speed_add_rate = sd->aspd_add_rate = 100;
sd->double_add_rate = sd->perfect_hit_add = 0;
sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate =
sd->sp_drain_per = 0;
sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ =
sd->sp_drain_per_ = 0;
sd->spellpower_bonus_target = 0;
for (EQUIP i : EQUIPs_noarrow)
{
index = sd->equip_index[i];
if (index < 0)
continue;
if (i == EQUIP::WEAPON && sd->equip_index[EQUIP::SHIELD] == index)
continue;
if (i == EQUIP::TORSO && sd->equip_index[EQUIP::LEGS] == index)
continue;
if (i == EQUIP::HAT
&& (sd->equip_index[EQUIP::TORSO] == index
|| sd->equip_index[EQUIP::LEGS] == index))
continue;
if (sd->inventory_data[index])
{
sd->spellpower_bonus_target +=
sd->inventory_data[index]->magic_bonus;
if (sd->inventory_data[index]->type == ItemType::WEAPON)
{
if (sd->status.inventory[index].card[0] != 0x00ff
&& sd->status.inventory[index].card[0] != 0x00fe
&& sd->status.inventory[index].card[0] != static_cast<short>(0xff00))
{
int j;
for (j = 0; j < sd->inventory_data[index]->slot; j++)
{ // カード
int c = sd->status.inventory[index].card[j];
if (c > 0)
{
argrec_t arg[2] =
{
{"@slotId", static_cast<int>(i)},
{"@itemId", sd->inventory_data[index]->nameid},
};
if (i == EQUIP::SHIELD
&& sd->status.inventory[index].equip == EPOS::SHIELD)
sd->state.lr_flag = 1;
run_script_l(ScriptPointer(itemdb_equipscript(c), 0), sd->bl_id, 0,
2, arg);
sd->state.lr_flag = 0;
}
}
}
}
else if (sd->inventory_data[index]->type == ItemType::ARMOR)
{ // 防具
if (sd->status.inventory[index].card[0] != 0x00ff
&& sd->status.inventory[index].card[0] != 0x00fe
&& sd->status.inventory[index].card[0] != static_cast<short>(0xff00))
{
int j;
for (j = 0; j < sd->inventory_data[index]->slot; j++)
{ // カード
int c = sd->status.inventory[index].card[j];
if (c > 0) {
argrec_t arg[2] =
{
{"@slotId", static_cast<int>(i)},
{"@itemId", sd->inventory_data[index]->nameid}
};
run_script_l(ScriptPointer(itemdb_equipscript(c), 0), sd->bl_id, 0,
2, arg);
}
}
}
}
}
}
#ifdef USE_ASTRAL_SOUL_SKILL
if (sd->spellpower_bonus_target < 0)
sd->spellpower_bonus_target =
(sd->spellpower_bonus_target * 256) /
(min(128 + skill_power(sd, SkillID::TMW_ASTRAL_SOUL), 256));
#endif
if (sd->spellpower_bonus_target < sd->spellpower_bonus_current)
sd->spellpower_bonus_current = sd->spellpower_bonus_target;
sd->paramcard = sd->parame;
// 装備品によるステータス変化はここで実行
for (EQUIP i : EQUIPs_noarrow)
{
index = sd->equip_index[i];
if (index < 0)
continue;
if (i == EQUIP::WEAPON && sd->equip_index[EQUIP::SHIELD] == index)
continue;
if (i == EQUIP::TORSO && sd->equip_index[EQUIP::LEGS] == index)
continue;
if (i == EQUIP::HAT
&& (sd->equip_index[EQUIP::TORSO] == index
|| sd->equip_index[EQUIP::LEGS] == index))
continue;
if (sd->inventory_data[index])
{
sd->def += sd->inventory_data[index]->def;
if (sd->inventory_data[index]->type == ItemType::WEAPON)
{
int r;
if (i == EQUIP::SHIELD
&& sd->status.inventory[index].equip == EPOS::SHIELD)
{
//二刀流用データ入力
sd->watk_ += sd->inventory_data[index]->atk;
sd->watk_2 = (r = sd->status.inventory[index].refine) * // 精錬攻撃力
0;
if ((r -= 10) > 0) // 過剰精錬ボーナス
sd->overrefine_ = r * 0;
if (sd->status.inventory[index].card[0] == 0x00ff)
{ // 製造武器
sd->star_ = (sd->status.inventory[index].card[1] >> 8); // 星のかけら
}
sd->attackrange_ += sd->inventory_data[index]->range;
sd->state.lr_flag = 1;
{
argrec_t arg[2] =
{
{"@slotId", static_cast<int>(i)},
{"@itemId", sd->inventory_data[index]->nameid},
};
run_script_l(ScriptPointer(sd->inventory_data[index]->equip_script.get(), 0),
sd->bl_id, 0,
2, arg);
}
sd->state.lr_flag = 0;
}
else
{
//二刀流武器以外
argrec_t arg[2] =
{
{"@slotId", static_cast<int>(i)},
{"@itemId", sd->inventory_data[index]->nameid},
};
sd->watk += sd->inventory_data[index]->atk;
sd->watk2 += (r = sd->status.inventory[index].refine) * // 精錬攻撃力
0;
if ((r -= 10) > 0) // 過剰精錬ボーナス
sd->overrefine += r * 0;
if (sd->status.inventory[index].card[0] == 0x00ff)
{ // 製造武器
sd->star += (sd->status.inventory[index].card[1] >> 8); // 星のかけら
}
sd->attackrange += sd->inventory_data[index]->range;
run_script_l(ScriptPointer(sd->inventory_data[index]->equip_script.get(), 0),
sd->bl_id, 0,
2, arg);
}
}
else if (sd->inventory_data[index]->type == ItemType::ARMOR)
{
argrec_t arg[2] =
{
{"@slotId", static_cast<int>(i)},
{"@itemId", sd->inventory_data[index]->nameid},
};
sd->watk += sd->inventory_data[index]->atk;
refinedef +=
sd->status.inventory[index].refine * 0;
run_script_l(ScriptPointer(sd->inventory_data[index]->equip_script.get(), 0),
sd->bl_id, 0,
2, arg);
}
}
}
if (battle_is_unarmed(sd))
{
sd->watk += skill_power(sd, SkillID::TMW_BRAWLING) / 3; // +66 for 200
sd->watk2 += skill_power(sd, SkillID::TMW_BRAWLING) >> 3; // +25 for 200
sd->watk_ += skill_power(sd, SkillID::TMW_BRAWLING) / 3; // +66 for 200
sd->watk_2 += skill_power(sd, SkillID::TMW_BRAWLING) >> 3; // +25 for 200
}
if (sd->equip_index[EQUIP::ARROW] >= 0)
{ // 矢
index = sd->equip_index[EQUIP::ARROW];
if (sd->inventory_data[index])
{ //まだ属性が入っていない
argrec_t arg[2] =
{
{"@slotId", static_cast<int>(EQUIP::ARROW)},
{"@itemId", sd->inventory_data[index]->nameid},
};
sd->state.lr_flag = 2;
run_script_l(ScriptPointer(sd->inventory_data[index]->equip_script.get(), 0),
sd->bl_id, 0,
2, arg);
sd->state.lr_flag = 0;
sd->arrow_atk += sd->inventory_data[index]->atk;
}
}
sd->def += (refinedef + 50) / 100;
if (sd->attackrange < 1)
sd->attackrange = 1;
if (sd->attackrange_ < 1)
sd->attackrange_ = 1;
if (sd->attackrange < sd->attackrange_)
sd->attackrange = sd->attackrange_;
if (sd->status.weapon == ItemLook::BOW)
sd->attackrange += sd->arrow_range;
sd->double_rate += sd->double_add_rate;
sd->perfect_hit += sd->perfect_hit_add;
if (sd->speed_add_rate != 100)
sd->speed_rate += sd->speed_add_rate - 100;
if (sd->aspd_add_rate != 100)
sd->aspd_rate += sd->aspd_add_rate - 100;
sd->speed -= std::chrono::milliseconds(skill_power(sd, SkillID::TMW_SPEED) / 8);
sd->aspd_rate -= skill_power(sd, SkillID::TMW_SPEED) / 10;
if (sd->aspd_rate < 20)
sd->aspd_rate = 20;
for (ATTR attr : ATTRs)
sd->paramc[attr] = max(0, sd->status.attrs[attr] + sd->paramb[attr] + sd->parame[attr]);
if (sd->status.weapon == ItemLook::BOW
|| sd->status.weapon == ItemLook::_13
|| sd->status.weapon == ItemLook::_14)
{
str = sd->paramc[ATTR::DEX];
dex = sd->paramc[ATTR::STR];
}
else
{
str = sd->paramc[ATTR::STR];
dex = sd->paramc[ATTR::DEX];
sd->critical += ((dex * 3) >> 1);
}
dstr = str / 10;
sd->base_atk += str + dstr * dstr + dex / 5 + sd->paramc[ATTR::LUK] / 5;
//FPRINTF(stderr, "baseatk = %d = x + %d + %d + %d + %d\n", sd->base_atk, str, dstr*dstr, dex/5, sd->paramc[ATTR::LUK]/5);
sd->matk1 += sd->paramc[ATTR::INT] + (sd->paramc[ATTR::INT] / 5) * (sd->paramc[ATTR::INT] / 5);
sd->matk2 += sd->paramc[ATTR::INT] + (sd->paramc[ATTR::INT] / 7) * (sd->paramc[ATTR::INT] / 7);
if (sd->matk1 < sd->matk2)
{
int temp = sd->matk2;
sd->matk2 = sd->matk1;
sd->matk1 = temp;
}
// [Fate] New tmw magic system
sd->matk1 += sd->status.base_level + sd->spellpower_bonus_current;
#ifdef USE_ASTRAL_SOUL_SKILL
if (sd->matk1 > MAGIC_SKILL_THRESHOLD)
{
int bonus = sd->matk1 - MAGIC_SKILL_THRESHOLD;
// Ok if you are above a certain threshold, you get only (1/8) of that matk1
// if you have Astral soul skill you can get the whole power again (and additionally the 1/8 added)
sd->matk1 = MAGIC_SKILL_THRESHOLD + (bonus>>3) + ((3*bonus*skill_power(sd, SkillID::TMW_ASTRAL_SOUL))>>9);
}
#endif
sd->matk2 = 0;
if (sd->matk1 < 0)
sd->matk1 = 0;
sd->hit += sd->paramc[ATTR::DEX] + sd->status.base_level;
sd->flee += sd->paramc[ATTR::AGI] + sd->status.base_level;
sd->def2 += sd->paramc[ATTR::VIT];
sd->mdef2 += sd->paramc[ATTR::INT];
sd->flee2 += sd->paramc[ATTR::LUK] + 10;
sd->critical += (sd->paramc[ATTR::LUK] * 3) + 10;
// 200 is the maximum of the skill
// def2 is the defence gained by vit, whereas "def", which is gained by armor, stays as is
int spbsk = skill_power(sd, SkillID::TMW_RAGING);
if (spbsk != 0 && sd->attackrange <= 2)
{
sd->critical += sd->critical * spbsk / 100;
sd->def2 = (sd->def2 * 256) / (256 + spbsk);
}
if (sd->base_atk < 1)
sd->base_atk = 1;
if (sd->critical_rate != 100)
sd->critical = (sd->critical * sd->critical_rate) / 100;
if (sd->critical < 10)
sd->critical = 10;
if (sd->hit_rate != 100)
sd->hit = (sd->hit * sd->hit_rate) / 100;
if (sd->hit < 1)
sd->hit = 1;
if (sd->flee_rate != 100)
sd->flee = (sd->flee * sd->flee_rate) / 100;
if (sd->flee < 1)
sd->flee = 1;
if (sd->flee2_rate != 100)
sd->flee2 = (sd->flee2 * sd->flee2_rate) / 100;
if (sd->flee2 < 10)
sd->flee2 = 10;
if (sd->def_rate != 100)
sd->def = (sd->def * sd->def_rate) / 100;
if (sd->def < 0)
sd->def = 0;
if (sd->def2_rate != 100)
sd->def2 = (sd->def2 * sd->def2_rate) / 100;
if (sd->def2 < 1)
sd->def2 = 1;
if (sd->mdef_rate != 100)
sd->mdef = (sd->mdef * sd->mdef_rate) / 100;
if (sd->mdef < 0)
sd->mdef = 0;
if (sd->mdef2_rate != 100)
sd->mdef2 = (sd->mdef2 * sd->mdef2_rate) / 100;
if (sd->mdef2 < 1)
sd->mdef2 = 1;
// 二刀流 ASPD 修正
if (sd->status.weapon < ItemLook::SINGLE_HANDED_COUNT)
sd->aspd += aspd_base_0[sd->status.weapon]
- (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX])
* aspd_base_0[sd->status.weapon] / 1000;
else
sd->aspd += (
(aspd_base_0[sd->weapontype1]
- (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX])
* aspd_base_0[sd->weapontype1] / 1000)
+ (aspd_base_0[sd->weapontype2]
- (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX])
* aspd_base_0[sd->weapontype2] / 1000)
)
* 140 / 200;
aspd_rate = sd->aspd_rate;
//攻撃速度増加
if (sd->attackrange > 2)
{
// [fate] ranged weapon?
sd->attackrange += min(skill_power(sd, SkillID::AC_OWL) / 60, 3);
sd->hit += skill_power(sd, SkillID::AC_OWL) / 10; // 20 for 200
}
sd->max_weight += 1000;
bl = sd->status.base_level;
sd->status.max_hp += (
3500
+ bl * hp_coefficient2_0
+ hp_sigma_val_0[(bl > 0) ? bl - 1 : 0]
) / 100 * (100 + sd->paramc[ATTR::VIT]) / 100
+ (sd->parame[ATTR::VIT] - sd->paramcard[ATTR::VIT]);
if (sd->hprate != 100)
sd->status.max_hp = sd->status.max_hp * sd->hprate / 100;
if (sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.max_hp = battle_config.max_hp;
if (sd->status.max_hp <= 0)
sd->status.max_hp = 1; // end
// 最大SP計算
sd->status.max_sp += ((sp_coefficient_0 * bl) + 1000)
/ 100 * (100 + sd->paramc[ATTR::INT]) / 100
+ (sd->parame[ATTR::INT] - sd->paramcard[ATTR::INT]);
if (sd->sprate != 100)
sd->status.max_sp = sd->status.max_sp * sd->sprate / 100;
if (sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
sd->status.max_sp = battle_config.max_sp;
//自然回復HP
sd->nhealhp = 1 + (sd->paramc[ATTR::VIT] / 5) + (sd->status.max_hp / 200);
//自然回復SP
sd->nhealsp = 1 + (sd->paramc[ATTR::INT] / 6) + (sd->status.max_sp / 100);
if (sd->paramc[ATTR::INT] >= 120)
sd->nhealsp += ((sd->paramc[ATTR::INT] - 120) >> 1) + 4;
if (sd->hprecov_rate != 100)
{
sd->nhealhp = sd->nhealhp * sd->hprecov_rate / 100;
if (sd->nhealhp < 1)
sd->nhealhp = 1;
}
if (sd->sprecov_rate != 100)
{
sd->nhealsp = sd->nhealsp * sd->sprecov_rate / 100;
if (sd->nhealsp < 1)
sd->nhealsp = 1;
}
// スキルやステータス異常による残りのパラメータ補正
if (sd->sc_count)
{
// ATK/DEF変化形
if (sd->sc_data[StatusChange::SC_POISON].timer) // 毒状態
sd->def2 = sd->def2 * 75 / 100;
if (sd->sc_data[StatusChange::SC_ATKPOT].timer)
sd->watk += sd->sc_data[StatusChange::SC_ATKPOT].val1;
if (sd->sc_data[StatusChange::SC_MATKPOT].timer)
{
sd->matk1 += sd->sc_data[StatusChange::SC_MATKPOT].val1;
sd->matk2 += sd->sc_data[StatusChange::SC_MATKPOT].val1;
}
if (sd->sc_data[StatusChange::SC_SPEEDPOTION0].timer)
aspd_rate -= sd->sc_data[StatusChange::SC_SPEEDPOTION0].val1;
if (sd->sc_data[StatusChange::SC_HASTE].timer)
aspd_rate -= sd->sc_data[StatusChange::SC_HASTE].val1;
/* Slow down if protected */
if (sd->sc_data[StatusChange::SC_PHYS_SHIELD].timer)
aspd_rate += sd->sc_data[StatusChange::SC_PHYS_SHIELD].val1;
}
if (sd->speed_rate != 100)
sd->speed = sd->speed * sd->speed_rate / 100;
sd->speed = std::max(sd->speed, std::chrono::milliseconds(1));
if (aspd_rate != 100)
sd->aspd = sd->aspd * aspd_rate / 100;
if (sd->attack_spell_override)
sd->aspd = sd->attack_spell_delay;
sd->aspd = std::max(sd->aspd, static_cast<interval_t>(battle_config.max_aspd));
sd->amotion = sd->aspd;
sd->dmotion = std::chrono::milliseconds(800 - sd->paramc[ATTR::AGI] * 4);
sd->dmotion = std::max(sd->dmotion, std::chrono::milliseconds(400));
if (sd->status.hp > sd->status.max_hp)
sd->status.hp = sd->status.max_hp;
if (sd->status.sp > sd->status.max_sp)
sd->status.sp = sd->status.max_sp;
if (first & 4)
return 0;
if (first & 3)
{
clif_updatestatus(sd, SP::SPEED);
clif_updatestatus(sd, SP::MAXHP);
clif_updatestatus(sd, SP::MAXSP);
if (first & 1)
{
clif_updatestatus(sd, SP::HP);
clif_updatestatus(sd, SP::SP);
}
return 0;
}
if (b_skill != sd->status.skill
|| b_attackrange != sd->attackrange)
clif_skillinfoblock(sd);
if (b_speed != sd->speed)
clif_updatestatus(sd, SP::SPEED);
if (b_weight != sd->weight)
clif_updatestatus(sd, SP::WEIGHT);
if (b_max_weight != sd->max_weight)
{
clif_updatestatus(sd, SP::MAXWEIGHT);
pc_checkweighticon(sd);
}
for (ATTR i : ATTRs)
if (b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
clif_updatestatus(sd, attr_to_sp(i));
if (b_hit != sd->hit)
clif_updatestatus(sd, SP::HIT);
if (b_flee != sd->flee)
clif_updatestatus(sd, SP::FLEE1);
if (b_aspd != sd->aspd)
clif_updatestatus(sd, SP::ASPD);
if (b_watk != sd->watk || b_base_atk != sd->base_atk)
clif_updatestatus(sd, SP::ATK1);
if (b_def != sd->def)
clif_updatestatus(sd, SP::DEF1);
if (b_watk2 != sd->watk2)
clif_updatestatus(sd, SP::ATK2);
if (b_def2 != sd->def2)
clif_updatestatus(sd, SP::DEF2);
if (b_flee2 != sd->flee2)
clif_updatestatus(sd, SP::FLEE2);
if (b_critical != sd->critical)
clif_updatestatus(sd, SP::CRITICAL);
if (b_matk1 != sd->matk1)
clif_updatestatus(sd, SP::MATK1);
if (b_matk2 != sd->matk2)
clif_updatestatus(sd, SP::MATK2);
if (b_mdef != sd->mdef)
clif_updatestatus(sd, SP::MDEF1);
if (b_mdef2 != sd->mdef2)
clif_updatestatus(sd, SP::MDEF2);
if (b_attackrange != sd->attackrange)
clif_updatestatus(sd, SP::ATTACKRANGE);
if (b_max_hp != sd->status.max_hp)
clif_updatestatus(sd, SP::MAXHP);
if (b_max_sp != sd->status.max_sp)
clif_updatestatus(sd, SP::MAXSP);
if (b_hp != sd->status.hp)
clif_updatestatus(sd, SP::HP);
if (b_sp != sd->status.sp)
clif_updatestatus(sd, SP::SP);
return 0;
}
/*==========================================
* 装 備品による能力等のボーナス設定
*------------------------------------------
*/
int pc_bonus(dumb_ptr<map_session_data> sd, SP type, int val)
{
nullpo_ret(sd);
switch (type)
{
case SP::STR:
case SP::AGI:
case SP::VIT:
case SP::INT:
case SP::DEX:
case SP::LUK:
if (sd->state.lr_flag != 2)
sd->parame[sp_to_attr(type)] += val;
break;
#if 0
case SP::ATK1:
if (!sd->state.lr_flag)
sd->watk += val;
else if (sd->state.lr_flag == 1)
sd->watk_ += val;
break;
#endif
#if 0
case SP::ATK2:
if (!sd->state.lr_flag)
sd->watk2 += val;
else if (sd->state.lr_flag == 1)
sd->watk_2 += val;
break;
#endif
#if 0
case SP::BASE_ATK:
if (sd->state.lr_flag != 2)
sd->base_atk += val;
break;
#endif
#if 0
case SP::MATK1:
if (sd->state.lr_flag != 2)
sd->matk1 += val;
break;
#endif
#if 0
case SP::MATK2:
if (sd->state.lr_flag != 2)
sd->matk2 += val;
break;
#endif
#if 0
case SP::DEF1:
if (sd->state.lr_flag != 2)
sd->def += val;
break;
#endif
case SP::MDEF1:
if (sd->state.lr_flag != 2)
sd->mdef += val;
break;
#if 0
case SP::MDEF2:
if (sd->state.lr_flag != 2)
sd->mdef += val;
break;
#endif
case SP::HIT:
if (sd->state.lr_flag != 2)
sd->hit += val;
else
sd->arrow_hit += val;
break;
case SP::FLEE1:
if (sd->state.lr_flag != 2)
sd->flee += val;
break;
#if 0
case SP::FLEE2:
if (sd->state.lr_flag != 2)
sd->flee2 += val * 10;
break;
#endif
case SP::CRITICAL:
if (sd->state.lr_flag != 2)
sd->critical += val * 10;
else
sd->arrow_cri += val * 10;
break;
case SP::MAXHP:
if (sd->state.lr_flag != 2)
sd->status.max_hp += val;
break;
case SP::MAXSP:
if (sd->state.lr_flag != 2)
sd->status.max_sp += val;
break;
case SP::MAXHPRATE:
if (sd->state.lr_flag != 2)
sd->hprate += val;
break;
#if 0
case SP::MAXSPRATE:
if (sd->state.lr_flag != 2)
sd->sprate += val;
break;
#endif
#if 0
case SP::SPRATE:
if (sd->state.lr_flag != 2)
sd->dsprate += val;
break;
#endif
case SP::ATTACKRANGE:
if (!sd->state.lr_flag)
sd->attackrange += val;
else if (sd->state.lr_flag == 1)
sd->attackrange_ += val;
else if (sd->state.lr_flag == 2)
sd->arrow_range += val;
break;
#if 0
case SP::ADD_SPEED:
if (sd->state.lr_flag != 2)
sd->speed -= val;
break;
#endif
#if 0
case SP::SPEED_RATE:
if (sd->state.lr_flag != 2)
{
if (sd->speed_rate > 100 - val)
sd->speed_rate = 100 - val;
}
break;
#endif
case SP::SPEED_ADDRATE:
if (sd->state.lr_flag != 2)
sd->speed_add_rate = sd->speed_add_rate * (100 - val) / 100;
break;
#if 0
case SP::ASPD:
if (sd->state.lr_flag != 2)
sd->aspd -= val * 10;
break;
#endif
case SP::ASPD_RATE:
if (sd->state.lr_flag != 2)
{
if (sd->aspd_rate > 100 - val)
sd->aspd_rate = 100 - val;
}
break;
#if 0
case SP::ASPD_ADDRATE:
if (sd->state.lr_flag != 2)
sd->aspd_add_rate = sd->aspd_add_rate * (100 - val) / 100;
break;
#endif
case SP::HP_RECOV_RATE:
if (sd->state.lr_flag != 2)
sd->hprecov_rate += val;
break;
#if 0
case SP::SP_RECOV_RATE:
if (sd->state.lr_flag != 2)
sd->sprecov_rate += val;
break;
#endif
case SP::CRITICAL_DEF:
if (sd->state.lr_flag != 2)
sd->critical_def += val;
break;
#if 0
case SP::DOUBLE_RATE:
if (sd->state.lr_flag == 0 && sd->double_rate < val)
sd->double_rate = val;
break;
#endif
case SP::DOUBLE_ADD_RATE:
if (sd->state.lr_flag == 0)
sd->double_add_rate += val;
break;
#if 0
case SP::MATK_RATE:
if (sd->state.lr_flag != 2)
sd->matk_rate += val;
break;
#endif
#if 0
case SP::ATK_RATE:
if (sd->state.lr_flag != 2)
sd->atk_rate += val;
break;
#endif
#if 0
case SP::PERFECT_HIT_RATE:
if (sd->state.lr_flag != 2 && sd->perfect_hit < val)
sd->perfect_hit = val;
break;
#endif
#if 0
case SP::PERFECT_HIT_ADD_RATE:
if (sd->state.lr_flag != 2)
sd->perfect_hit_add += val;
break;
#endif
#if 0
case SP::CRITICAL_RATE:
if (sd->state.lr_flag != 2)
sd->critical_rate += val;
break;
#endif
#if 0
case SP::HIT_RATE:
if (sd->state.lr_flag != 2)
sd->hit_rate += val;
break;
#endif
#if 0
case SP::FLEE_RATE:
if (sd->state.lr_flag != 2)
sd->flee_rate += val;
break;
#endif
#if 0
case SP::FLEE2_RATE:
if (sd->state.lr_flag != 2)
sd->flee2_rate += val;
break;
#endif
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;
#if 0
case SP::MDEF_RATE:
if (sd->state.lr_flag != 2)
sd->mdef_rate += val;
break;
#endif
#if 0
case SP::MDEF2_RATE:
if (sd->state.lr_flag != 2)
sd->mdef2_rate += val;
break;
#endif
case SP::DEAF:
sd->special_state.deaf = 1;
break;
default:
if (battle_config.error_log)
PRINTF("pc_bonus: unknown type %d %d !\n",
type, val);
break;
}
return 0;
}
/*==========================================
* ソスソス ソスソスソスiソスノゑソスソスソスソス\ソスヘ難ソスソスフボソス[ソスiソスXソスン抵ソス
*------------------------------------------
*/
int pc_bonus2(dumb_ptr<map_session_data> sd, SP type, int type2, int val)
{
nullpo_ret(sd);
switch (type)
{
case SP::HP_DRAIN_RATE:
if (!sd->state.lr_flag)
{
sd->hp_drain_rate += type2;
sd->hp_drain_per += val;
}
else if (sd->state.lr_flag == 1)
{
sd->hp_drain_rate_ += type2;
sd->hp_drain_per_ += val;
}
break;
#if 0
case SP::SP_DRAIN_RATE:
if (!sd->state.lr_flag)
{
sd->sp_drain_rate += type2;
sd->sp_drain_per += val;
}
else if (sd->state.lr_flag == 1)
{
sd->sp_drain_rate_ += type2;
sd->sp_drain_per_ += val;
}
break;
#endif
default:
if (battle_config.error_log)
PRINTF("pc_bonus2: unknown type %d %d %d!\n",
type, type2, val);
break;
}
return 0;
}
/*==========================================
* スクリプトによるスキル所得
*------------------------------------------
*/
int pc_skill(dumb_ptr<map_session_data> sd, SkillID id, int level, int flag)
{
nullpo_ret(sd);
if (level > MAX_SKILL_LEVEL)
{
if (battle_config.error_log)
PRINTF("support card skill only!\n");
return 0;
}
if (!flag && (sd->status.skill[id].lv || level == 0))
{
sd->status.skill[id].lv = level;
pc_calcstatus(sd, 0);
clif_skillinfoblock(sd);
}
else if (sd->status.skill[id].lv < level)
{
sd->status.skill[id].lv = level;
}
return 0;
}
/*==========================================
* アイテムを買った時に、新しいアイテム欄を使うか、
* 3万個制限にかかるか確認
*------------------------------------------
*/
ADDITEM pc_checkadditem(dumb_ptr<map_session_data> sd, int nameid, int amount)
{
int i;
nullpo_retr(ADDITEM::ZERO, sd);
if (itemdb_isequip(nameid))
return ADDITEM::NEW;
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == nameid)
{
if (sd->status.inventory[i].amount + amount > MAX_AMOUNT)
return ADDITEM::OVERAMOUNT;
return ADDITEM::EXIST;
}
}
if (amount > MAX_AMOUNT)
return ADDITEM::OVERAMOUNT;
return ADDITEM::NEW;
}
/*==========================================
* 空きアイテム欄の個数
*------------------------------------------
*/
int pc_inventoryblank(dumb_ptr<map_session_data> sd)
{
int i, b;
nullpo_ret(sd);
for (i = 0, b = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == 0)
b++;
}
return b;
}
/*==========================================
* お金を払う
*------------------------------------------
*/
int pc_payzeny(dumb_ptr<map_session_data> sd, int zeny)
{
nullpo_ret(sd);
double z = sd->status.zeny;
if (sd->status.zeny < zeny || z - zeny > MAX_ZENY)
return 1;
sd->status.zeny -= zeny;
clif_updatestatus(sd, SP::ZENY);
return 0;
}
/*==========================================
* お金を得る
*------------------------------------------
*/
int pc_getzeny(dumb_ptr<map_session_data> sd, int zeny)
{
nullpo_ret(sd);
double z = sd->status.zeny;
if (z + zeny > MAX_ZENY)
{
zeny = 0;
sd->status.zeny = MAX_ZENY;
}
sd->status.zeny += zeny;
clif_updatestatus(sd, SP::ZENY);
return 0;
}
/*==========================================
* アイテムを探して、インデックスを返す
*------------------------------------------
*/
int pc_search_inventory(dumb_ptr<map_session_data> sd, int item_id)
{
int i;
nullpo_retr(-1, sd);
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == item_id &&
(sd->status.inventory[i].amount > 0 || item_id == 0))
return i;
}
return -1;
}
int pc_count_all_items(dumb_ptr<map_session_data> player, int item_id)
{
int i;
int count = 0;
nullpo_ret(player);
for (i = 0; i < MAX_INVENTORY; i++)
{
if (player->status.inventory[i].nameid == item_id)
count += player->status.inventory[i].amount;
}
return count;
}
int pc_remove_items(dumb_ptr<map_session_data> player, int item_id, int count)
{
int i;
nullpo_ret(player);
for (i = 0; i < MAX_INVENTORY && count; i++)
{
if (player->status.inventory[i].nameid == item_id)
{
int to_delete = count;
/* only delete as much as we have */
if (to_delete > player->status.inventory[i].amount)
to_delete = player->status.inventory[i].amount;
count -= to_delete;
pc_delitem(player, i, to_delete,
0 /* means `really delete and update status' */ );
if (!count)
return 0;
}
}
return 0;
}
/*==========================================
* アイテム追加。個数のみitem構造体の数字を無視
*------------------------------------------
*/
PickupFail pc_additem(dumb_ptr<map_session_data> sd, struct item *item_data,
int amount)
{
struct item_data *data;
int i, w;
MAP_LOG_PC(sd, "PICKUP %d %d", item_data->nameid, amount);
nullpo_retr(PickupFail::BAD_ITEM, sd);
nullpo_retr(PickupFail::BAD_ITEM, item_data);
if (item_data->nameid <= 0 || amount <= 0)
return PickupFail::BAD_ITEM;
data = itemdb_search(item_data->nameid);
if ((w = data->weight * amount) + sd->weight > sd->max_weight)
return PickupFail::TOO_HEAVY;
i = MAX_INVENTORY;
if (!itemdb_isequip2(data))
{
// 装 備品ではないので、既所有品なら個数のみ変化させる
for (i = 0; i < MAX_INVENTORY; i++)
if (sd->status.inventory[i].nameid == item_data->nameid &&
sd->status.inventory[i].card[0] == item_data->card[0]
&& sd->status.inventory[i].card[1] == item_data->card[1]
&& sd->status.inventory[i].card[2] == item_data->card[2]
&& sd->status.inventory[i].card[3] == item_data->card[3])
{
if (sd->status.inventory[i].amount + amount > MAX_AMOUNT)
return PickupFail::STACK_FULL;
sd->status.inventory[i].amount += amount;
clif_additem(sd, i, amount, PickupFail::OKAY);
break;
}
}
if (i >= MAX_INVENTORY)
{
// 装 備品か未所有品だったので空き欄へ追加
i = pc_search_inventory(sd, 0);
if (i >= 0)
{
sd->status.inventory[i] = *item_data;
if (bool(item_data->equip))
sd->status.inventory[i].equip = EPOS::ZERO;
sd->status.inventory[i].amount = amount;
sd->inventory_data[i] = data;
clif_additem(sd, i, amount, PickupFail::OKAY);
}
else
return PickupFail::INV_FULL;
}
sd->weight += w;
clif_updatestatus(sd, SP::WEIGHT);
return PickupFail::OKAY;
}
/*==========================================
* アイテムを減らす
*------------------------------------------
*/
int pc_delitem(dumb_ptr<map_session_data> sd, int n, int amount, int type)
{
nullpo_retr(1, sd);
if (sd->trade_partner != 0)
trade_tradecancel(sd);
if (sd->status.inventory[n].nameid == 0 || amount <= 0
|| sd->status.inventory[n].amount < amount
|| sd->inventory_data[n] == NULL)
return 1;
sd->status.inventory[n].amount -= amount;
sd->weight -= sd->inventory_data[n]->weight * amount;
if (sd->status.inventory[n].amount <= 0)
{
if (bool(sd->status.inventory[n].equip))
pc_unequipitem(sd, n, CalcStatus::NOW);
sd->status.inventory[n] = item{};
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(dumb_ptr<map_session_data> sd, int n, int amount)
{
nullpo_retr(1, sd);
if (sd->trade_partner != 0 || sd->npc_id != 0 || sd->state.storage_open)
return 0; // no dropping while trading/npc/storage
if (n < 0 || n >= MAX_INVENTORY)
return 0;
if (amount <= 0)
return 0;
pc_unequipinvyitem(sd, n, CalcStatus::NOW);
if (sd->status.inventory[n].nameid <= 0 ||
sd->status.inventory[n].amount < amount ||
sd->trade_partner != 0 || sd->status.inventory[n].amount <= 0)
return 1;
map_addflooritem(&sd->status.inventory[n], amount,
sd->bl_m, sd->bl_x, sd->bl_y,
NULL, NULL, NULL);
pc_delitem(sd, n, amount, 0);
return 0;
}
/*==========================================
* アイテムを拾う
*------------------------------------------
*/
static
int can_pick_item_up_from(dumb_ptr<map_session_data> self, int other_id)
{
struct party *p = party_search(self->status.party_id);
/* From ourselves or from no-one? */
if (!self || self->bl_id == other_id || !other_id)
return 1;
dumb_ptr<map_session_data> other = map_id2sd(other_id);
/* Other no longer exists? */
if (!other)
return 1;
/* From our partner? */
if (self->status.partner_id == other->status.char_id)
return 1;
/* From a party member? */
if (self->status.party_id
&& self->status.party_id == other->status.party_id
&& p && p->item != 0)
return 1;
/* From someone who is far away? */
/* On another map? */
if (other->bl_m != self->bl_m)
return 1;
else
{
int distance_x = abs(other->bl_x - self->bl_x);
int distance_y = abs(other->bl_y - self->bl_y);
int distance = (distance_x > distance_y) ? distance_x : distance_y;
return distance > battle_config.drop_pickup_safety_zone;
}
}
int pc_takeitem(dumb_ptr<map_session_data> sd, dumb_ptr<flooritem_data> fitem)
{
tick_t tick = gettick();
int can_take;
nullpo_ret(sd);
nullpo_ret(fitem);
/* Sometimes the owners reported to us are buggy: */
if (fitem->first_get_id == fitem->third_get_id
|| fitem->second_get_id == fitem->third_get_id)
fitem->third_get_id = 0;
if (fitem->first_get_id == fitem->second_get_id)
{
fitem->second_get_id = fitem->third_get_id;
fitem->third_get_id = 0;
}
can_take = can_pick_item_up_from(sd, fitem->first_get_id);
if (!can_take)
can_take = fitem->first_get_tick <= tick
&& can_pick_item_up_from(sd, fitem->second_get_id);
if (!can_take)
can_take = fitem->second_get_tick <= tick
&& can_pick_item_up_from(sd, fitem->third_get_id);
if (!can_take)
can_take = fitem->third_get_tick <= tick;
if (can_take)
{
/* Can pick up */
PickupFail flag = pc_additem(sd, &fitem->item_data, fitem->item_data.amount);
if (flag != PickupFail::OKAY)
// 重量overで取得失敗
clif_additem(sd, 0, 0, flag);
else
{
// 取得成功
if (sd->attacktimer)
pc_stopattack(sd);
clif_takeitem(sd, fitem);
map_clearflooritem(fitem->bl_id);
}
return 0;
}
/* Otherwise, we can't pick up */
clif_additem(sd, 0, 0, PickupFail::DROP_STEAL);
return 0;
}
static
int pc_isUseitem(dumb_ptr<map_session_data> sd, int n)
{
struct item_data *item;
int nameid;
nullpo_ret(sd);
item = sd->inventory_data[n];
nameid = sd->status.inventory[n].nameid;
if (item == NULL)
return 0;
if (itemdb_type(nameid) != ItemType::USE)
return 0;
if (item->sex != SEX::NEUTRAL && sd->status.sex != item->sex)
return 0;
if (item->elv > 0 && sd->status.base_level < item->elv)
return 0;
return 1;
}
/*==========================================
* アイテムを使う
*------------------------------------------
*/
int pc_useitem(dumb_ptr<map_session_data> sd, int n)
{
int amount;
nullpo_retr(1, sd);
if (n >= 0 && n < MAX_INVENTORY && sd->inventory_data[n])
{
amount = sd->status.inventory[n].amount;
if (sd->status.inventory[n].nameid <= 0
|| sd->status.inventory[n].amount <= 0
|| !pc_isUseitem(sd, n))
{
clif_useitemack(sd, n, 0, 0);
return 1;
}
const ScriptBuffer *script = sd->inventory_data[n]->use_script.get();
clif_useitemack(sd, n, amount - 1, 1);
pc_delitem(sd, n, 1, 1);
run_script(ScriptPointer(script, 0), sd->bl_id, 0);
}
return 0;
}
//
//
//
/*==========================================
* PCの位置設定
*------------------------------------------
*/
int pc_setpos(dumb_ptr<map_session_data> sd,
MapName mapname_org, int x, int y, BeingRemoveWhy clrtype)
{
MapName mapname_;
nullpo_ret(sd);
if (sd->trade_partner) // 取引を中断する
trade_tradecancel(sd);
if (sd->state.storage_open)
storage_storage_quit(sd); // 倉庫を開いてるなら保存する
if (sd->party_invite > 0) // パーティ勧誘を拒否する
party_reply_invite(sd, sd->party_invite_account, 0);
skill_castcancel(sd, 0); // 詠唱中断
pc_stop_walking(sd, 0); // 歩行中断
pc_stopattack(sd); // 攻撃中断
if (pc_issit(sd))
{
// pc_setstand (sd); // [fate] Nothing wrong with warping while sitting
}
mapname_ = mapname_org;
map_local *m = map_mapname2mapid(mapname_);
if (!m)
{
if (sd->mapname_)
{
IP4Address ip;
int port;
if (map_mapname2ipport(mapname_, &ip, &port) == 0)
{
skill_stop_dancing(sd, 1);
clif_clearchar(sd, clrtype);
map_delblock(sd);
sd->mapname_ = mapname_;
sd->bl_x = x;
sd->bl_y = y;
sd->state.waitingdisconnect = 1;
pc_makesavestatus(sd);
//The storage close routines save the char data. [Skotlex]
if (!sd->state.storage_open)
chrif_save(sd);
else if (sd->state.storage_open)
storage_storage_quit(sd);
chrif_changemapserver(sd, mapname_, x, y, ip, port);
return 0;
}
}
#if 0
clif_authfail_fd(sd->fd, 0); // cancel
clif_setwaitclose(sd->fd);
#endif
return 1;
}
if (x < 0 || x >= m->xs || y < 0 || y >= m->ys)
x = y = 0;
if ((x == 0 && y == 0)
|| bool(read_gatp(m, x, y) & MapCell::UNWALKABLE))
{
if (x || y)
{
if (battle_config.error_log)
PRINTF("stacked (%d,%d)\n", x, y);
}
do
{
x = random_::in(1, m->xs - 2);
y = random_::in(1, m->ys - 2);
}
while (bool(read_gatp(m, x, y) & MapCell::UNWALKABLE));
}
if (sd->mapname_ && sd->bl_prev != NULL)
{
clif_clearchar(sd, clrtype);
map_delblock(sd);
clif_changemap(sd, m->name_, x, y); // [MouseJstr]
}
sd->mapname_ = mapname_;
sd->bl_m = m;
sd->to_x = x;
sd->to_y = y;
// moved and changed dance effect stopping
sd->bl_x = x;
sd->bl_y = y;
// map_addblock(sd); // ブロック登録とspawnは
// clif_spawnpc(sd);
return 0;
}
/*==========================================
* PCのランダムワープ
*------------------------------------------
*/
int pc_randomwarp(dumb_ptr<map_session_data> sd, BeingRemoveWhy type)
{
int x, y, i = 0;
nullpo_ret(sd);
map_local *m = sd->bl_m;
if (sd->bl_m->flag.noteleport) // テレポート禁止
return 0;
do
{
x = random_::in(1, m->xs - 2);
y = random_::in(1, m->ys - 2);
}
while (bool(read_gatp(m, x, y) & MapCell::UNWALKABLE)
&& (i++) < 1000);
if (i < 1000)
pc_setpos(sd, m->name_, x, y, type);
return 0;
}
/*==========================================
*
*------------------------------------------
*/
static
int pc_can_reach(dumb_ptr<map_session_data> sd, int x, int y)
{
struct walkpath_data wpd;
nullpo_ret(sd);
if (sd->bl_x == x && sd->bl_y == y) // 同じマス
return 1;
// 障害物判定
wpd.path_len = 0;
wpd.path_pos = 0;
wpd.path_half = 0;
return (path_search(&wpd, sd->bl_m, sd->bl_x, sd->bl_y, x, y, 0) != -1);
}
//
// 歩 行物
//
/*==========================================
* 次の1歩にかかる時間を計算
*------------------------------------------
*/
static
interval_t calc_next_walk_step(dumb_ptr<map_session_data> sd)
{
nullpo_retr(interval_t::zero(), sd);
if (sd->walkpath.path_pos >= sd->walkpath.path_len)
return static_cast<interval_t>(-1);
if (dir_is_diagonal(sd->walkpath.path[sd->walkpath.path_pos]))
return sd->speed * 14 / 10;
return sd->speed;
}
/*==========================================
* 半歩進む(timer関数)
*------------------------------------------
*/
static
void pc_walk(TimerData *, tick_t tick, int id, unsigned char data)
{
dumb_ptr<map_session_data> sd;
int moveblock;
int x, y, dx, dy;
sd = map_id2sd(id);
if (sd == NULL)
return;
if (sd->walkpath.path_pos >= sd->walkpath.path_len
|| sd->walkpath.path_pos != data)
return;
sd->walkpath.path_half ^= 1;
if (sd->walkpath.path_half == 0)
{ // マス目中心へ到着
sd->walkpath.path_pos++;
if (sd->state.change_walk_target)
{
pc_walktoxy_sub(sd);
return;
}
}
else
{ // マス目境界へ到着
if (sd->walkpath.path[sd->walkpath.path_pos] >= DIR::COUNT)
return;
x = sd->bl_x;
y = sd->bl_y;
if (bool(map_getcell(sd->bl_m, x, y) & MapCell::UNWALKABLE))
{
pc_stop_walking(sd, 1);
return;
}
sd->dir = sd->head_dir = sd->walkpath.path[sd->walkpath.path_pos];
dx = dirx[sd->dir];
dy = diry[sd->dir];
if (bool(map_getcell(sd->bl_m, x + dx, y + dy)
& MapCell::UNWALKABLE))
{
pc_walktoxy_sub(sd);
return;
}
moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE
|| y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE);
// sd->walktimer = dummy value that is not nullptr;
map_foreachinmovearea(std::bind(clif_pcoutsight, ph::_1, sd),
sd->bl_m,
x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE,
dx, dy,
BL::NUL);
x += dx;
y += dy;
if (moveblock)
map_delblock(sd);
sd->bl_x = x;
sd->bl_y = y;
if (moveblock)
map_addblock(sd);
map_foreachinmovearea(std::bind(clif_pcinsight, ph::_1, sd),
sd->bl_m,
x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE,
-dx, -dy,
BL::NUL);
// sd->walktimer = nullptr;
if (sd->status.party_id > 0)
{ // パーティのHP情報通知検査
struct party *p = party_search(sd->status.party_id);
if (p != NULL)
{
int p_flag = 0;
map_foreachinmovearea(std::bind(party_send_hp_check, ph::_1, sd->status.party_id, &p_flag),
sd->bl_m,
x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE,
-dx, -dy,
BL::PC);
if (p_flag)
sd->party_hp = -1;
}
}
if (bool(map_getcell(sd->bl_m, x, y) & MapCell::NPC_NEAR))
npc_touch_areanpc(sd, sd->bl_m, x, y);
else
sd->areanpc_id = 0;
}
interval_t i = calc_next_walk_step(sd);
if (i > interval_t::zero())
{
i = i / 2;
if (sd->walkpath.path_half == 0)
i = std::max(i, std::chrono::milliseconds(1));
sd->walktimer = Timer(tick + i,
std::bind(pc_walk, ph::_1, ph::_2,
id, sd->walkpath.path_pos));
}
}
/*==========================================
* 移動可能か確認して、可能なら歩行開始
*------------------------------------------
*/
static
int pc_walktoxy_sub(dumb_ptr<map_session_data> sd)
{
struct walkpath_data wpd;
nullpo_retr(1, sd);
if (path_search(&wpd, sd->bl_m, sd->bl_x, sd->bl_y, sd->to_x, sd->to_y, 0))
return 1;
sd->walkpath = wpd;
clif_walkok(sd);
sd->state.change_walk_target = 0;
interval_t i = calc_next_walk_step(sd);
if (i > interval_t::zero())
{
i = i / 4;
sd->walktimer = Timer(gettick() + i,
std::bind(pc_walk, ph::_1, ph::_2,
sd->bl_id, 0));
}
clif_movechar(sd);
return 0;
}
/*==========================================
* pc歩 行要求
*------------------------------------------
*/
int pc_walktoxy(dumb_ptr<map_session_data> sd, int x, int y)
{
nullpo_ret(sd);
sd->to_x = x;
sd->to_y = y;
if (pc_issit(sd))
pc_setstand(sd);
if (sd->walktimer && sd->state.change_walk_target == 0)
{
// 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
// timer関数からpc_walktoxy_subを呼ぶようにする
sd->state.change_walk_target = 1;
}
else
{
pc_walktoxy_sub(sd);
}
return 0;
}
/*==========================================
* 歩 行停止
*------------------------------------------
*/
int pc_stop_walking(dumb_ptr<map_session_data> sd, int type)
{
nullpo_ret(sd);
sd->walktimer.cancel();
sd->walkpath.path_len = 0;
sd->to_x = sd->bl_x;
sd->to_y = sd->bl_y;
if (type & 0x01)
clif_fixpos(sd);
if (type & 0x02 && battle_config.player_damage_delay)
{
tick_t tick = gettick();
interval_t delay = battle_get_dmotion(sd);
if (sd->canmove_tick < tick)
sd->canmove_tick = tick + delay;
}
return 0;
}
void pc_touch_all_relevant_npcs(dumb_ptr<map_session_data> sd)
{
if (bool(map_getcell(sd->bl_m, sd->bl_x, sd->bl_y) & MapCell::NPC_NEAR))
npc_touch_areanpc(sd, sd->bl_m, sd->bl_x, sd->bl_y);
else
sd->areanpc_id = 0;
}
/*==========================================
*
*------------------------------------------
*/
int pc_movepos(dumb_ptr<map_session_data> sd, int dst_x, int dst_y)
{
int moveblock;
int dx, dy;
struct walkpath_data wpd;
nullpo_ret(sd);
if (path_search(&wpd, sd->bl_m, sd->bl_x, sd->bl_y, dst_x, dst_y, 0))
return 1;
sd->dir = sd->head_dir = map_calc_dir(sd, dst_x, dst_y);
dx = dst_x - sd->bl_x;
dy = dst_y - sd->bl_y;
moveblock = (sd->bl_x / BLOCK_SIZE != dst_x / BLOCK_SIZE
|| sd->bl_y / BLOCK_SIZE != dst_y / BLOCK_SIZE);
map_foreachinmovearea(std::bind(clif_pcoutsight, ph::_1, sd),
sd->bl_m,
sd->bl_x - AREA_SIZE, sd->bl_y - AREA_SIZE,
sd->bl_x + AREA_SIZE, sd->bl_y + AREA_SIZE,
dx, dy,
BL::NUL);
if (moveblock)
map_delblock(sd);
sd->bl_x = dst_x;
sd->bl_y = dst_y;
if (moveblock)
map_addblock(sd);
map_foreachinmovearea(std::bind(clif_pcinsight, ph::_1, sd),
sd->bl_m,
sd->bl_x - AREA_SIZE, sd->bl_y - AREA_SIZE,
sd->bl_x + AREA_SIZE, sd->bl_y + AREA_SIZE,
-dx, -dy,
BL::NUL);
if (sd->status.party_id > 0)
{ // パーティのHP情報通知検査
struct party *p = party_search(sd->status.party_id);
if (p != NULL)
{
int flag = 0;
map_foreachinmovearea(std::bind(party_send_hp_check, ph::_1, sd->status.party_id, &flag),
sd->bl_m,
sd->bl_x - AREA_SIZE, sd->bl_y - AREA_SIZE,
sd->bl_x + AREA_SIZE, sd->bl_y + AREA_SIZE,
-dx, -dy,
BL::PC);
if (flag)
sd->party_hp = -1;
}
}
pc_touch_all_relevant_npcs(sd);
return 0;
}
//
// 武器戦闘
//
/*==========================================
* スキルの検索 所有していた場合Lvが返る
*------------------------------------------
*/
int pc_checkskill(dumb_ptr<map_session_data> sd, SkillID skill_id)
{
if (sd == NULL)
return 0;
return sd->status.skill[skill_id].lv;
}
/*==========================================
* 装 備品のチェック
*------------------------------------------
*/
int pc_checkequip(dumb_ptr<map_session_data> sd, EPOS pos)
{
nullpo_retr(-1, sd);
for (EQUIP i : EQUIPs)
{
if (bool(pos & equip_pos[i]))
return sd->equip_index[i];
}
return -1;
}
/*==========================================
* PCの攻撃 (timer関数)
*------------------------------------------
*/
static
void pc_attack_timer(TimerData *, tick_t tick, int id)
{
dumb_ptr<map_session_data> sd;
dumb_ptr<block_list> bl;
eptr<struct status_change, StatusChange> sc_data;
int dist, range;
sd = map_id2sd(id);
if (sd == NULL)
return;
if (sd->bl_prev == NULL)
return;
bl = map_id2bl(sd->attacktarget);
if (bl == NULL || bl->bl_prev == NULL)
return;
if (bl->bl_type == BL::PC && pc_isdead(bl->is_player()))
return;
// 同じmapでないなら攻撃しない
// PCが死んでても攻撃しない
if (sd->bl_m != bl->bl_m || pc_isdead(sd))
return;
// 異常などで攻撃できない
if (sd->opt1 != Opt1::ZERO)
return;
Option *opt = battle_get_option(bl);
if (opt != NULL && bool(*opt & Option::REAL_ANY_HIDE))
return;
if (!battle_config.skill_delay_attack_enable)
{
if (tick < sd->canact_tick)
{
clif_skill_fail(sd, SkillID::ONE, 4, 0);
return;
}
}
if (sd->attackabletime > tick)
return; // cannot attack yet
interval_t attack_spell_delay = sd->attack_spell_delay;
if (sd->attack_spell_override // [Fate] If we have an active attack spell, use that
&& spell_attack(id, sd->attacktarget))
{
// Return if the spell succeeded. If the spell had disspiated, spell_attack() may fail.
sd->attackabletime = tick + attack_spell_delay;
}
else
{
dist = distance(sd->bl_x, sd->bl_y, bl->bl_x, bl->bl_y);
range = sd->attackrange;
if (sd->status.weapon != ItemLook::BOW)
range++;
if (dist > range)
{ // 届 かないので移動
//if(pc_can_reach(sd,bl->bl_x,bl->bl_y))
//clif_movetoattack(sd,bl);
return;
}
if (dist <= range && !battle_check_range(sd, bl, range))
{
if (pc_can_reach(sd, bl->bl_x, bl->bl_y) && sd->canmove_tick < tick)
// TMW client doesn't support this
//pc_walktoxy(sd,bl->bl_x,bl->bl_y);
clif_movetoattack(sd, bl);
sd->attackabletime = tick + (sd->aspd * 2);
}
else
{
if (battle_config.player_attack_direction_change)
sd->dir = sd->head_dir = map_calc_dir(sd, bl->bl_x, bl->bl_y); // 向き設定
if (sd->walktimer)
pc_stop_walking(sd, 1);
{
MapBlockLock lock;
pc_stop_walking(sd, 0);
sd->attacktarget_lv = battle_weapon_attack(sd, bl, tick);
sd->attackabletime = tick + (sd->aspd * 2);
}
if (sd->attackabletime <= tick)
sd->attackabletime = tick + static_cast<interval_t>(battle_config.max_aspd) * 2;
}
}
if (sd->state.attack_continue)
{
sd->attacktimer = Timer(sd->attackabletime,
std::bind(pc_attack_timer, ph::_1, ph::_2,
sd->bl_id));
}
}
/*==========================================
* 攻撃要求
* typeが1なら継続攻撃
*------------------------------------------
*/
int pc_attack(dumb_ptr<map_session_data> sd, int target_id, int type)
{
dumb_ptr<block_list> bl;
nullpo_ret(sd);
bl = map_id2bl(target_id);
if (bl == NULL)
return 1;
if (bl->bl_type == BL::NPC)
{ // monster npcs [Valaris]
npc_click(sd, RFIFOL(sd->fd, 2));
return 0;
}
if (!battle_check_target(sd, bl, BCT_ENEMY))
return 1;
if (sd->attacktimer)
pc_stopattack(sd);
sd->attacktarget = target_id;
sd->state.attack_continue = type;
interval_t d = sd->attackabletime - gettick();
if (d > interval_t::zero() && d < std::chrono::seconds(2))
{ // 攻撃delay中
sd->attacktimer = Timer(sd->attackabletime,
std::bind(pc_attack_timer, ph::_1, ph::_2,
sd->bl_id));
}
else
{
// 本来timer関数なので引数を合わせる
pc_attack_timer(nullptr, gettick(), sd->bl_id);
}
return 0;
}
/*==========================================
* 継続攻撃停止
*------------------------------------------
*/
int pc_stopattack(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
sd->attacktimer.cancel();
sd->attacktarget = 0;
sd->state.attack_continue = 0;
return 0;
}
static
int pc_checkbaselevelup(dumb_ptr<map_session_data> sd)
{
int next = pc_nextbaseexp(sd);
nullpo_ret(sd);
if (sd->status.base_exp >= next && next > 0)
{
// base側レベルアップ処理
sd->status.base_exp -= next;
sd->status.base_level++;
sd->status.status_point += (sd->status.base_level + 14) / 4;
clif_updatestatus(sd, SP::STATUSPOINT);
clif_updatestatus(sd, SP::BASELEVEL);
clif_updatestatus(sd, SP::NEXTBASEEXP);
pc_calcstatus(sd, 0);
pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
clif_misceffect(sd, 0);
//レベルアップしたのでパーティー情報を更新する
//(公平範囲チェック)
party_send_movemap(sd);
MAP_LOG_XP(sd, "LEVELUP");
return 1;
}
return 0;
}
inline
int RAISE_COST(int x)
{
return (x * (x - 1)) / 2;
}
/*========================================
* Compute the maximum for sd->skill_point, i.e., the max. number of skill points that can still be filled in
*----------------------------------------
*/
static
int pc_skillpt_potential(dumb_ptr<map_session_data> sd)
{
int potential = 0;
for (SkillID skill_id = SkillID(); skill_id < MAX_SKILL;
skill_id = SkillID(uint16_t(skill_id) + 1))
if (sd->status.skill[skill_id].lv
&& sd->status.skill[skill_id].lv < skill_db[skill_id].max_raise)
potential += RAISE_COST(skill_db[skill_id].max_raise)
- RAISE_COST(sd->status.skill[skill_id].lv);
return potential;
}
static
int pc_checkjoblevelup(dumb_ptr<map_session_data> sd)
{
int next = pc_nextjobexp(sd);
nullpo_ret(sd);
if (sd->status.job_exp >= next && next > 0)
{
if (pc_skillpt_potential(sd) < sd->status.skill_point)
{ // [Fate] Bah, this is is painful.
// But the alternative is quite error-prone, and eAthena has far worse performance issues...
sd->status.job_exp = next - 1;
pc_calcstatus(sd,0);
return 0;
}
// job側レベルアップ処理
sd->status.job_exp -= next;
clif_updatestatus(sd, SP::NEXTJOBEXP);
sd->status.skill_point++;
clif_updatestatus(sd, SP::SKILLPOINT);
pc_calcstatus(sd, 0);
MAP_LOG_PC(sd, "SKILLPOINTS-UP %d", sd->status.skill_point);
if (sd->status.job_level < 250
&& sd->status.job_level < sd->status.base_level * 2)
sd->status.job_level++; // Make levelling up a little harder
clif_misceffect(sd, 1);
return 1;
}
return 0;
}
int pc_gainexp_reason(dumb_ptr<map_session_data> sd, int base_exp, int job_exp,
PC_GAINEXP_REASON reason)
{
nullpo_ret(sd);
if (sd->bl_prev == NULL || pc_isdead(sd))
return 0;
earray<const char *, PC_GAINEXP_REASON, PC_GAINEXP_REASON::COUNT> reasons //=
{{
"KILLXP",
"HEALXP",
"SCRIPTXP",
"SHAREXP",
/* Insert new types here */
"UNKNOWNXP"
}};
MAP_LOG_PC(sd, "GAINXP %d %d %s", base_exp, job_exp, reasons[reason]);
if (!battle_config.multi_level_up && pc_nextbaseafter(sd))
{
while (sd->status.base_exp + base_exp >= pc_nextbaseafter(sd)
&& sd->status.base_exp <= pc_nextbaseexp(sd)
&& pc_nextbaseafter(sd) > 0)
{
base_exp *= .90;
}
}
sd->status.base_exp += base_exp;
// [Fate] Adjust experience points that healers can extract from this character
if (reason != PC_GAINEXP_REASON::HEALING)
{
const int max_heal_xp =
20 + (sd->status.base_level * sd->status.base_level);
sd->heal_xp += base_exp;
if (sd->heal_xp > max_heal_xp)
sd->heal_xp = max_heal_xp;
}
if (sd->status.base_exp < 0)
sd->status.base_exp = 0;
while (pc_checkbaselevelup(sd));
clif_updatestatus(sd, SP::BASEEXP);
if (!battle_config.multi_level_up && pc_nextjobafter(sd))
{
while (sd->status.job_exp + job_exp >= pc_nextjobafter(sd)
&& sd->status.job_exp <= pc_nextjobexp(sd)
&& pc_nextjobafter(sd) > 0)
{
job_exp *= .90;
}
}
sd->status.job_exp += job_exp;
if (sd->status.job_exp < 0)
sd->status.job_exp = 0;
while (pc_checkjoblevelup(sd));
clif_updatestatus(sd, SP::JOBEXP);
if (battle_config.disp_experience)
{
FString output = STRPRINTF(
"Experienced Gained Base:%d Job:%d",
base_exp, job_exp);
clif_displaymessage(sd->fd, output);
}
return 0;
}
int pc_extract_healer_exp(dumb_ptr<map_session_data> sd, int max)
{
int amount;
nullpo_ret(sd);
amount = sd->heal_xp;
if (max < amount)
amount = max;
sd->heal_xp -= amount;
return amount;
}
/*==========================================
* base level側必要経験値計算
*------------------------------------------
*/
int pc_nextbaseexp(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0)
return 0;
return exp_table_0[sd->status.base_level - 1];
}
/*==========================================
* job level側必要経験値計算
*------------------------------------------
*/
int pc_nextjobexp(dumb_ptr<map_session_data> sd)
{
// [fate] For normal levels, this ranges from 20k to 50k, depending on job level.
// Job level is at most twice the player's experience level (base_level). Levelling
// from 2 to 9 is 44 points, i.e., 880k to 2.2M job experience points (this is per
// skill, obviously.)
return 20000 + sd->status.job_level * 150;
}
/*==========================================
* base level after next [Valaris]
*------------------------------------------
*/
int pc_nextbaseafter(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0)
return 0;
return exp_table_0[sd->status.base_level];
}
/*==========================================
* job level after next [Valaris]
*------------------------------------------
*/
int pc_nextjobafter(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
if (sd->status.job_level >= MAX_LEVEL || sd->status.job_level <= 0)
return 0;
return exp_table_7[sd->status.job_level];
}
/*==========================================
* 必要ステータスポイント計算
*------------------------------------------
*/
// TODO: replace SP by ATTR
int pc_need_status_point(dumb_ptr<map_session_data> sd, SP type)
{
int val;
nullpo_retr(-1, sd);
if (type < SP::STR || type > SP::LUK)
return -1;
val = sd->status.attrs[sp_to_attr(type)];
return (val + 9) / 10 + 1;
}
/*==========================================
* 能力値成長
*------------------------------------------
*/
int pc_statusup(dumb_ptr<map_session_data> sd, SP type)
{
int need, val = 0;
nullpo_ret(sd);
if (SP::STR <= type && type <= SP::LUK)
val = sd->status.attrs[sp_to_attr(type)];
need = pc_need_status_point(sd, type);
if (type < SP::STR || type > SP::LUK || need < 0
|| need > sd->status.status_point
|| val >= battle_config.max_parameter)
{
clif_statusupack(sd, type, 0, val);
clif_updatestatus(sd, SP::STATUSPOINT);
return 1;
}
val = ++sd->status.attrs[sp_to_attr(type)];
sd->status.status_point -= need;
if (need != pc_need_status_point(sd, type))
{
clif_updatestatus(sd, sp_to_usp(type));
}
clif_updatestatus(sd, SP::STATUSPOINT);
clif_updatestatus(sd, type);
pc_calcstatus(sd, 0);
clif_statusupack(sd, type, 1, val);
MAP_LOG_STATS(sd, "STATUP");
return 0;
}
/*==========================================
* 能力値成長
*------------------------------------------
*/
int pc_statusup2(dumb_ptr<map_session_data> sd, SP type, int val)
{
nullpo_ret(sd);
if (type < SP::STR || type > SP::LUK)
{
clif_statusupack(sd, type, 0, 0);
return 1;
}
ATTR attr = sp_to_attr(type);
val = sd->status.attrs[attr] + val;
val = std::min(val, battle_config.max_parameter);
val = std::max(val, 1);
sd->status.attrs[attr] = val;
clif_updatestatus(sd, sp_to_usp(type));
clif_updatestatus(sd, type);
pc_calcstatus(sd, 0);
clif_statusupack(sd, type, 1, val);
MAP_LOG_STATS(sd, "STATUP2");
return 0;
}
/*==========================================
* スキルポイント割り振り
*------------------------------------------
*/
int pc_skillup(dumb_ptr<map_session_data> sd, SkillID skill_num)
{
nullpo_ret(sd);
if (sd->status.skill[skill_num].lv
&& sd->status.skill_point >= sd->status.skill[skill_num].lv
&& sd->status.skill[skill_num].lv < skill_db[skill_num].max_raise)
{
sd->status.skill_point -= sd->status.skill[skill_num].lv;
sd->status.skill[skill_num].lv++;
pc_calcstatus(sd, 0);
clif_skillup(sd, skill_num);
clif_updatestatus(sd, SP::SKILLPOINT);
clif_skillinfoblock(sd);
MAP_LOG_PC(sd, "SKILLUP %d %d %d",
skill_num, sd->status.skill[skill_num].lv,
skill_power(sd, skill_num));
}
return 0;
}
/*==========================================
* /resetlvl
*------------------------------------------
*/
int pc_resetlvl(dumb_ptr<map_session_data> sd, int type)
{
nullpo_ret(sd);
for (SkillID i : erange(SkillID(1), MAX_SKILL))
{
sd->status.skill[i].lv = 0;
}
if (type == 1)
{
sd->status.skill_point = 0;
sd->status.base_level = 1;
sd->status.job_level = 1;
sd->status.base_exp = 0;
sd->status.job_exp = 0;
sd->status.option = Option::ZERO;
for (ATTR attr : ATTRs)
sd->status.attrs[attr] = 1;
}
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 (EQUIP i : EQUIPs)
{
// unequip items that can't be equipped by base 1 [Valaris]
if (sd->equip_index[i] >= 0)
if (!pc_isequip(sd, sd->equip_index[i]))
{
pc_unequipitem(sd, sd->equip_index[i], CalcStatus::LATER);
sd->equip_index[i] = -1;
}
}
clif_skillinfoblock(sd);
pc_calcstatus(sd, 0);
MAP_LOG_STATS(sd, "STATRESET");
return 0;
}
/*==========================================
* /resetstate
*------------------------------------------
*/
int pc_resetstate(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
sd->status.status_point = stat_p[sd->status.base_level - 1];
clif_updatestatus(sd, SP::STATUSPOINT);
for (ATTR attr : ATTRs)
sd->status.attrs[attr] = 1;
for (ATTR attr : ATTRs)
clif_updatestatus(sd, attr_to_sp(attr));
for (ATTR attr : ATTRs)
clif_updatestatus(sd, attr_to_usp(attr));
pc_calcstatus(sd, 0);
return 0;
}
/*==========================================
* /resetskill
*------------------------------------------
*/
int pc_resetskill(dumb_ptr<map_session_data> sd)
{
int skill;
nullpo_ret(sd);
sd->status.skill_point += pc_calc_skillpoint(sd);
for (SkillID i : erange(SkillID(1), MAX_SKILL))
if ((skill = pc_checkskill(sd, i)) > 0)
{
sd->status.skill[i].lv = 0;
sd->status.skill[i].flags = SkillFlags::ZERO;
}
clif_updatestatus(sd, SP::SKILLPOINT);
clif_skillinfoblock(sd);
pc_calcstatus(sd, 0);
return 0;
}
/*==========================================
* pcにダメージを与える
*------------------------------------------
*/
int pc_damage(dumb_ptr<block_list> src, dumb_ptr<map_session_data> sd,
int damage)
{
nullpo_ret(sd);
// 既に死んでいたら無効
if (pc_isdead(sd))
return 0;
// 座ってたら立ち上がる
if (pc_issit(sd))
{
pc_setstand(sd);
}
if (src)
{
if (src->bl_type == BL::PC)
{
MAP_LOG_PC(sd, "INJURED-BY PC%d FOR %d",
src->is_player()->status.char_id,
damage);
}
else
{
MAP_LOG_PC(sd, "INJURED-BY MOB%d FOR %d", src->bl_id, damage);
}
}
else
MAP_LOG_PC(sd, "INJURED-BY null FOR %d", damage);
pc_stop_walking(sd, 3);
// 演奏/ダンスの中断
if (damage > sd->status.max_hp >> 2)
skill_stop_dancing(sd, 0);
sd->status.hp -= damage;
if (sd->status.hp > 0)
{
// まだ生きているならHP更新
clif_updatestatus(sd, SP::HP);
sd->canlog_tick = gettick();
if (sd->status.party_id > 0)
{ // on-the-fly party hp updates [Valaris]
struct party *p = party_search(sd->status.party_id);
if (p != NULL)
clif_party_hp(p, sd);
} // end addition [Valaris]
return 0;
}
MAP_LOG_PC(sd, "DEAD%s", "");
// Character is dead!
sd->status.hp = 0;
// [Fate] Stop quickregen
sd->quick_regeneration_hp.amount = 0;
sd->quick_regeneration_sp.amount = 0;
skill_update_heal_animation(sd);
pc_setdead(sd);
pc_stop_walking(sd, 0);
skill_castcancel(sd, 0); // 詠唱の中止
clif_clearchar(sd, BeingRemoveWhy::DEAD);
pc_setglobalreg(sd, stringish<VarName>("PC_DIE_COUNTER"), ++sd->die_counter); //死にカウンター書き込み
skill_status_change_clear(sd, 0); // ステータス異常を解除する
clif_updatestatus(sd, SP::HP);
pc_calcstatus(sd, 0);
// [Fate] Reset magic
sd->cast_tick = gettick();
magic_stop_completely(sd);
if (battle_config.death_penalty_type > 0 && sd->status.base_level >= 20)
{
// changed penalty options, added death by player if pk_mode [Valaris]
if (!sd->bl_m->flag.nopenalty)
{
if (battle_config.death_penalty_type == 1
&& battle_config.death_penalty_base > 0)
sd->status.base_exp -=
static_cast<double>(pc_nextbaseexp(sd)) *
static_cast<double>(battle_config.death_penalty_base) / 10000;
if (battle_config.pk_mode && src && src->bl_type == BL::PC)
sd->status.base_exp -=
static_cast<double>(pc_nextbaseexp(sd)) *
static_cast<double>(battle_config.death_penalty_base) / 10000;
else if (battle_config.death_penalty_type == 2
&& battle_config.death_penalty_base > 0)
{
if (pc_nextbaseexp(sd) > 0)
sd->status.base_exp -=
static_cast<double>(sd->status.base_exp) *
static_cast<double>(battle_config.death_penalty_base) / 10000;
if (battle_config.pk_mode && src && src->bl_type == BL::PC)
sd->status.base_exp -=
static_cast<double>(sd->status.base_exp) *
static_cast<double>(battle_config.death_penalty_base) / 10000;
}
if (sd->status.base_exp < 0)
sd->status.base_exp = 0;
clif_updatestatus(sd, SP::BASEEXP);
if (battle_config.death_penalty_type == 1
&& battle_config.death_penalty_job > 0)
sd->status.job_exp -=
static_cast<double>(pc_nextjobexp(sd)) *
static_cast<double>(battle_config.death_penalty_job) / 10000;
if (battle_config.pk_mode && src && src->bl_type == BL::PC)
sd->status.job_exp -=
static_cast<double>(pc_nextjobexp(sd)) *
static_cast<double>(battle_config.death_penalty_job) / 10000;
else if (battle_config.death_penalty_type == 2
&& battle_config.death_penalty_job > 0)
{
if (pc_nextjobexp(sd) > 0)
sd->status.job_exp -=
static_cast<double>(sd->status.job_exp) *
static_cast<double>(battle_config.death_penalty_job) / 10000;
if (battle_config.pk_mode && src && src->bl_type == BL::PC)
sd->status.job_exp -=
static_cast<double>(sd->status.job_exp) *
static_cast<double>(battle_config.death_penalty_job) / 10000;
}
if (sd->status.job_exp < 0)
sd->status.job_exp = 0;
clif_updatestatus(sd, SP::JOBEXP);
}
}
// pvp
if (sd->bl_m->flag.pvp && !battle_config.pk_mode)
{ // disable certain pvp functions on pk_mode [Valaris]
//ランキング計算
if (!sd->bl_m->flag.pvp_nocalcrank)
{
sd->pvp_point -= 5;
if (src && src->bl_type == BL::PC)
src->is_player()->pvp_point++;
pc_setdead(sd);
}
// 強制送還
if (sd->pvp_point < 0)
{
sd->pvp_point = 0;
pc_setstand(sd);
pc_setrestartvalue(sd, 3);
pc_setpos(sd, sd->status.save_point.map_, sd->status.save_point.x,
sd->status.save_point.y, BeingRemoveWhy::GONE);
}
}
if (src && src->bl_type == BL::PC)
{
// [Fate] PK death, trigger scripts
argrec_t arg[3] =
{
{"@killerrid", src->bl_id},
{"@victimrid", sd->bl_id},
{"@victimlvl", sd->status.base_level},
};
npc_event_doall_l(stringish<ScriptLabel>("OnPCKilledEvent"), sd->bl_id, 3, arg);
npc_event_doall_l(stringish<ScriptLabel>("OnPCKillEvent"), src->bl_id, 3, arg);
}
npc_event_doall_l(stringish<ScriptLabel>("OnPCDieEvent"), sd->bl_id, 0, NULL);
return 0;
}
//
// script関 連
//
/*==========================================
* script用PCステータス読み出し
*------------------------------------------
*/
int pc_readparam(dumb_ptr<map_session_data> sd, SP type)
{
int val = 0;
nullpo_ret(sd);
switch (type)
{
case SP::SKILLPOINT:
val = sd->status.skill_point;
break;
case SP::STATUSPOINT:
val = sd->status.status_point;
break;
case SP::ZENY:
val = sd->status.zeny;
break;
case SP::BASELEVEL:
val = sd->status.base_level;
break;
case SP::JOBLEVEL:
val = sd->status.job_level;
break;
case SP::CLASS:
val = sd->status.species;
break;
case SP::SEX:
val = static_cast<uint8_t>(sd->sex);
break;
case SP::WEIGHT:
val = sd->weight;
break;
case SP::MAXWEIGHT:
val = sd->max_weight;
break;
case SP::BASEEXP:
val = sd->status.base_exp;
break;
case SP::JOBEXP:
val = sd->status.job_exp;
break;
case SP::NEXTBASEEXP:
val = pc_nextbaseexp(sd);
break;
case SP::NEXTJOBEXP:
val = pc_nextjobexp(sd);
break;
case SP::HP:
val = sd->status.hp;
break;
case SP::MAXHP:
val = sd->status.max_hp;
break;
case SP::SP:
val = sd->status.sp;
break;
case SP::MAXSP:
val = sd->status.max_sp;
break;
case SP::STR:
case SP::AGI:
case SP::VIT:
case SP::INT:
case SP::DEX:
case SP::LUK:
val = sd->status.attrs[sp_to_attr(type)];
break;
}
return val;
}
/*==========================================
* script用PCステータス設定
*------------------------------------------
*/
int pc_setparam(dumb_ptr<map_session_data> sd, SP type, int val)
{
int i = 0, up_level = 50;
nullpo_ret(sd);
switch (type)
{
case SP::BASELEVEL:
if (val > sd->status.base_level)
{
for (i = 1; i <= (val - sd->status.base_level); i++)
sd->status.status_point +=
(sd->status.base_level + i + 14) / 4;
}
sd->status.base_level = val;
sd->status.base_exp = 0;
clif_updatestatus(sd, SP::BASELEVEL);
clif_updatestatus(sd, SP::NEXTBASEEXP);
clif_updatestatus(sd, SP::STATUSPOINT);
clif_updatestatus(sd, SP::BASEEXP);
pc_calcstatus(sd, 0);
pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
break;
case SP::JOBLEVEL:
up_level -= 40;
if (val >= sd->status.job_level)
{
if (val > up_level)
val = up_level;
sd->status.skill_point += (val - sd->status.job_level);
sd->status.job_level = val;
sd->status.job_exp = 0;
clif_updatestatus(sd, SP::JOBLEVEL);
clif_updatestatus(sd, SP::NEXTJOBEXP);
clif_updatestatus(sd, SP::JOBEXP);
clif_updatestatus(sd, SP::SKILLPOINT);
pc_calcstatus(sd, 0);
clif_misceffect(sd, 1);
}
else
{
sd->status.job_level = val;
sd->status.job_exp = 0;
clif_updatestatus(sd, SP::JOBLEVEL);
clif_updatestatus(sd, SP::NEXTJOBEXP);
clif_updatestatus(sd, SP::JOBEXP);
pc_calcstatus(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 = val;
break;
case SP::BASEEXP:
if (pc_nextbaseexp(sd) > 0)
{
sd->status.base_exp = val;
if (sd->status.base_exp < 0)
sd->status.base_exp = 0;
pc_checkbaselevelup(sd);
}
break;
case SP::JOBEXP:
if (pc_nextjobexp(sd) > 0)
{
sd->status.job_exp = val;
if (sd->status.job_exp < 0)
sd->status.job_exp = 0;
pc_checkjoblevelup(sd);
}
break;
case SP::SEX:
// this is a really bad idea
sd->sex = static_cast<SEX>(val);
break;
case SP::WEIGHT:
sd->weight = val;
break;
case SP::MAXWEIGHT:
sd->max_weight = val;
break;
case SP::HP:
sd->status.hp = val;
break;
case SP::MAXHP:
sd->status.max_hp = val;
break;
case SP::SP:
sd->status.sp = val;
break;
case SP::MAXSP:
sd->status.max_sp = val;
break;
case SP::STR:
case SP::AGI:
case SP::VIT:
case SP::INT:
case SP::DEX:
case SP::LUK:
sd->status.attrs[sp_to_attr(type)] = val;
break;
}
clif_updatestatus(sd, type);
return 0;
}
/*==========================================
* HP/SP回復
*------------------------------------------
*/
int pc_heal(dumb_ptr<map_session_data> sd, int hp, int sp)
{
// if(battle_config.battle_log)
// PRINTF("heal %d %d\n",hp,sp);
nullpo_ret(sd);
if (pc_checkoverhp(sd))
{
if (hp > 0)
hp = 0;
}
if (pc_checkoversp(sd))
{
if (sp > 0)
sp = 0;
}
if (hp + sd->status.hp > sd->status.max_hp)
hp = sd->status.max_hp - sd->status.hp;
if (sp + sd->status.sp > sd->status.max_sp)
sp = sd->status.max_sp - sd->status.sp;
sd->status.hp += hp;
if (sd->status.hp <= 0)
{
sd->status.hp = 0;
pc_damage(NULL, sd, 1);
hp = 0;
}
sd->status.sp += sp;
if (sd->status.sp <= 0)
sd->status.sp = 0;
if (hp)
clif_updatestatus(sd, SP::HP);
if (sp)
clif_updatestatus(sd, SP::SP);
if (sd->status.party_id > 0)
{ // on-the-fly party hp updates [Valaris]
struct party *p = party_search(sd->status.party_id);
if (p != NULL)
clif_party_hp(p, sd);
} // end addition [Valaris]
return hp + sp;
}
/*==========================================
* HP/SP回復
*------------------------------------------
*/
static
int pc_itemheal_effect(dumb_ptr<map_session_data> sd, int hp, int sp);
static
int // Compute how quickly we regenerate (less is faster) for that amount
pc_heal_quick_speed(int amount)
{
if (amount >= 100)
{
if (amount >= 500)
return 0;
if (amount >= 250)
return 1;
return 2;
}
else
{ // < 100
if (amount >= 50)
return 3;
if (amount >= 20)
return 4;
return 5;
}
}
static
void pc_heal_quick_accumulate(int new_amount,
struct quick_regeneration *quick_regen, int max)
{
int current_amount = quick_regen->amount;
int current_speed = quick_regen->speed;
int new_speed = pc_heal_quick_speed(new_amount);
int average_speed = ((new_speed * new_amount) + (current_speed * current_amount)) / (current_amount + new_amount); // new_amount > 0, current_amount >= 0
quick_regen->speed = average_speed;
quick_regen->amount = min(current_amount + new_amount, max);
quick_regen->tickdelay = min(quick_regen->speed, quick_regen->tickdelay);
}
int pc_itemheal(dumb_ptr<map_session_data> sd, int hp, int sp)
{
/* defer healing */
if (hp > 0)
{
pc_heal_quick_accumulate(hp,
&sd->quick_regeneration_hp,
sd->status.max_hp - sd->status.hp);
hp = 0;
}
if (sp > 0)
{
pc_heal_quick_accumulate(sp,
&sd->quick_regeneration_sp,
sd->status.max_sp - sd->status.sp);
sp = 0;
}
/* Hurt right away, if necessary */
if (hp < 0 || sp < 0)
pc_itemheal_effect(sd, hp, sp);
return 0;
}
/* pc_itemheal_effect is invoked once every 0.5s whenever the pc
* has health recovery queued up (cf. pc_natural_heal_sub).
*/
static
int pc_itemheal_effect(dumb_ptr<map_session_data> sd, int hp, int sp)
{
nullpo_ret(sd);
if (pc_checkoverhp(sd))
{
if (hp > 0)
hp = 0;
}
if (pc_checkoversp(sd))
{
if (sp > 0)
sp = 0;
}
if (hp > 0)
{
int bonus = (sd->paramc[ATTR::VIT] << 1) + 100;
hp = hp * bonus / 100;
}
if (sp > 0)
{
int bonus = (sd->paramc[ATTR::INT] << 1) + 100;
sp = sp * bonus / 100;
}
if (hp + sd->status.hp > sd->status.max_hp)
hp = sd->status.max_hp - sd->status.hp;
if (sp + sd->status.sp > sd->status.max_sp)
sp = sd->status.max_sp - sd->status.sp;
sd->status.hp += hp;
if (sd->status.hp <= 0)
{
sd->status.hp = 0;
pc_damage(NULL, sd, 1);
hp = 0;
}
sd->status.sp += sp;
if (sd->status.sp <= 0)
sd->status.sp = 0;
if (hp)
clif_updatestatus(sd, SP::HP);
if (sp)
clif_updatestatus(sd, SP::SP);
return 0;
}
/*==========================================
* HP/SP回復
*------------------------------------------
*/
int pc_percentheal(dumb_ptr<map_session_data> sd, int hp, int sp)
{
nullpo_ret(sd);
if (pc_checkoverhp(sd))
{
if (hp > 0)
hp = 0;
}
if (pc_checkoversp(sd))
{
if (sp > 0)
sp = 0;
}
if (hp)
{
if (hp >= 100)
{
sd->status.hp = sd->status.max_hp;
}
else if (hp <= -100)
{
sd->status.hp = 0;
pc_damage(NULL, sd, 1);
}
else
{
sd->status.hp += sd->status.max_hp * hp / 100;
if (sd->status.hp > sd->status.max_hp)
sd->status.hp = sd->status.max_hp;
if (sd->status.hp <= 0)
{
sd->status.hp = 0;
pc_damage(NULL, sd, 1);
hp = 0;
}
}
}
if (sp)
{
if (sp >= 100)
{
sd->status.sp = sd->status.max_sp;
}
else if (sp <= -100)
{
sd->status.sp = 0;
}
else
{
sd->status.sp += sd->status.max_sp * sp / 100;
if (sd->status.sp > sd->status.max_sp)
sd->status.sp = sd->status.max_sp;
if (sd->status.sp < 0)
sd->status.sp = 0;
}
}
if (hp)
clif_updatestatus(sd, SP::HP);
if (sp)
clif_updatestatus(sd, SP::SP);
return 0;
}
/*==========================================
* 見た目変更
*------------------------------------------
*/
int pc_changelook(dumb_ptr<map_session_data> sd, LOOK type, int val)
{
nullpo_ret(sd);
switch (type)
{
case LOOK::HAIR:
sd->status.hair = val;
break;
case LOOK::WEAPON:
sd->status.weapon = static_cast<ItemLook>(static_cast<uint16_t>(val));
break;
case LOOK::HEAD_BOTTOM:
sd->status.head_bottom = val;
break;
case LOOK::HEAD_TOP:
sd->status.head_top = val;
break;
case LOOK::HEAD_MID:
sd->status.head_mid = val;
break;
case LOOK::HAIR_COLOR:
sd->status.hair_color = val;
break;
case LOOK::CLOTHES_COLOR:
sd->status.clothes_color = val;
break;
case LOOK::SHIELD:
sd->status.shield = val;
break;
case LOOK::SHOES:
break;
}
clif_changelook(sd, type, val);
return 0;
}
/*==========================================
* 付属品(鷹,ペコ,カート)設定
*------------------------------------------
*/
int pc_setoption(dumb_ptr<map_session_data> sd, Option type)
{
nullpo_ret(sd);
sd->status.option = type;
clif_changeoption(sd);
pc_calcstatus(sd, 0);
return 0;
}
/*==========================================
* script用変数の値を読む
*------------------------------------------
*/
int pc_readreg(dumb_ptr<map_session_data> sd, SIR reg)
{
nullpo_ret(sd);
return sd->regm.get(reg);
}
/*==========================================
* script用変数の値を設定
*------------------------------------------
*/
void pc_setreg(dumb_ptr<map_session_data> sd, SIR reg, int val)
{
nullpo_retv(sd);
sd->regm.put(reg, val);
}
/*==========================================
* script用文字列変数の値を読む
*------------------------------------------
*/
ZString pc_readregstr(dumb_ptr<map_session_data> sd, SIR reg)
{
nullpo_retr(ZString(), sd);
FString *s = sd->regstrm.search(reg);
if (s)
return *s;
return ZString();
}
/*==========================================
* script用文字列変数の値を設定
*------------------------------------------
*/
void pc_setregstr(dumb_ptr<map_session_data> sd, SIR reg, FString str)
{
nullpo_retv(sd);
if (!str)
{
sd->regstrm.erase(reg);
return;
}
sd->regstrm.insert(reg, str);
}
/*==========================================
* script用グローバル変数の値を読む
*------------------------------------------
*/
int pc_readglobalreg(dumb_ptr<map_session_data> sd, VarName reg)
{
int i;
nullpo_ret(sd);
for (i = 0; i < sd->status.global_reg_num; i++)
{
if (sd->status.global_reg[i].str == reg)
return sd->status.global_reg[i].value;
}
return 0;
}
/*==========================================
* script用グローバル変数の値を設定
*------------------------------------------
*/
int pc_setglobalreg(dumb_ptr<map_session_data> sd, VarName reg, int val)
{
int i;
nullpo_ret(sd);
//PC_DIE_COUNTERがスクリプトなどで変更された時の処理
if (reg == stringish<VarName>("PC_DIE_COUNTER") && sd->die_counter != val)
{
sd->die_counter = val;
pc_calcstatus(sd, 0);
}
if (val == 0)
{
for (i = 0; i < sd->status.global_reg_num; i++)
{
if (sd->status.global_reg[i].str == reg)
{
sd->status.global_reg[i] =
sd->status.global_reg[sd->status.global_reg_num - 1];
sd->status.global_reg_num--;
break;
}
}
return 0;
}
for (i = 0; i < sd->status.global_reg_num; i++)
{
if (sd->status.global_reg[i].str == reg)
{
sd->status.global_reg[i].value = val;
return 0;
}
}
if (sd->status.global_reg_num < GLOBAL_REG_NUM)
{
sd->status.global_reg[i].str = reg;
sd->status.global_reg[i].value = val;
sd->status.global_reg_num++;
return 0;
}
if (battle_config.error_log)
PRINTF("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n",
reg, GLOBAL_REG_NUM);
return 1;
}
/*==========================================
* script用アカウント変数の値を読む
*------------------------------------------
*/
int pc_readaccountreg(dumb_ptr<map_session_data> sd, VarName reg)
{
int i;
nullpo_ret(sd);
for (i = 0; i < sd->status.account_reg_num; i++)
{
if (sd->status.account_reg[i].str == reg)
return sd->status.account_reg[i].value;
}
return 0;
}
/*==========================================
* script用アカウント変数の値を設定
*------------------------------------------
*/
int pc_setaccountreg(dumb_ptr<map_session_data> sd, VarName reg, int val)
{
int i;
nullpo_ret(sd);
if (val == 0)
{
for (i = 0; i < sd->status.account_reg_num; i++)
{
if (sd->status.account_reg[i].str == reg)
{
sd->status.account_reg[i] =
sd->status.account_reg[sd->status.account_reg_num - 1];
sd->status.account_reg_num--;
break;
}
}
intif_saveaccountreg(sd);
return 0;
}
for (i = 0; i < sd->status.account_reg_num; i++)
{
if (sd->status.account_reg[i].str == reg)
{
sd->status.account_reg[i].value = val;
intif_saveaccountreg(sd);
return 0;
}
}
if (sd->status.account_reg_num < ACCOUNT_REG_NUM)
{
sd->status.account_reg[i].str = reg;
sd->status.account_reg[i].value = val;
sd->status.account_reg_num++;
intif_saveaccountreg(sd);
return 0;
}
if (battle_config.error_log)
PRINTF("pc_setaccountreg : couldn't set %s (ACCOUNT_REG_NUM = %d)\n",
reg, ACCOUNT_REG_NUM);
return 1;
}
/*==========================================
* script用アカウント変数2の値を読む
*------------------------------------------
*/
int pc_readaccountreg2(dumb_ptr<map_session_data> sd, VarName reg)
{
int i;
nullpo_ret(sd);
for (i = 0; i < sd->status.account_reg2_num; i++)
{
if (sd->status.account_reg2[i].str == reg)
return sd->status.account_reg2[i].value;
}
return 0;
}
/*==========================================
* script用アカウント変数2の値を設定
*------------------------------------------
*/
int pc_setaccountreg2(dumb_ptr<map_session_data> sd, VarName reg, int val)
{
int i;
nullpo_retr(1, sd);
if (val == 0)
{
for (i = 0; i < sd->status.account_reg2_num; i++)
{
if (sd->status.account_reg2[i].str == reg)
{
sd->status.account_reg2[i] =
sd->status.account_reg2[sd->status.account_reg2_num - 1];
sd->status.account_reg2_num--;
break;
}
}
chrif_saveaccountreg2(sd);
return 0;
}
for (i = 0; i < sd->status.account_reg2_num; i++)
{
if (sd->status.account_reg2[i].str == reg)
{
sd->status.account_reg2[i].value = val;
chrif_saveaccountreg2(sd);
return 0;
}
}
if (sd->status.account_reg2_num < ACCOUNT_REG2_NUM)
{
sd->status.account_reg2[i].str = reg;
sd->status.account_reg2[i].value = val;
sd->status.account_reg2_num++;
chrif_saveaccountreg2(sd);
return 0;
}
if (battle_config.error_log)
PRINTF("pc_setaccountreg2 : couldn't set %s (ACCOUNT_REG2_NUM = %d)\n",
reg, ACCOUNT_REG2_NUM);
return 1;
}
/*==========================================
* イベントタイマー処理
*------------------------------------------
*/
static
void pc_eventtimer(TimerData *, tick_t, int id, NpcEvent data)
{
dumb_ptr<map_session_data> sd = map_id2sd(id);
assert (sd != NULL);
npc_event(sd, data, 0);
}
/*==========================================
* イベントタイマー追加
*------------------------------------------
*/
int pc_addeventtimer(dumb_ptr<map_session_data> sd, interval_t tick, NpcEvent name)
{
int i;
nullpo_ret(sd);
for (i = 0; i < MAX_EVENTTIMER; i++)
if (!sd->eventtimer[i])
break;
if (i < MAX_EVENTTIMER)
{
sd->eventtimer[i] = Timer(gettick() + tick,
std::bind(pc_eventtimer, ph::_1, ph::_2,
sd->bl_id, name));
return 1;
}
return 0;
}
/*==========================================
* イベントタイマー全削除
*------------------------------------------
*/
int pc_cleareventtimer(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
for (int i = 0; i < MAX_EVENTTIMER; i++)
sd->eventtimer[i].cancel();
return 0;
}
//
// 装 備物
//
/*==========================================
* アイテムを装備する
*------------------------------------------
*/
static
int pc_signal_advanced_equipment_change(dumb_ptr<map_session_data> sd, int n)
{
if (bool(sd->status.inventory[n].equip & EPOS::SHOES))
clif_changelook(sd, LOOK::SHOES, 0);
if (bool(sd->status.inventory[n].equip & EPOS::GLOVES))
clif_changelook(sd, LOOK::GLOVES, 0);
if (bool(sd->status.inventory[n].equip & EPOS::CAPE))
clif_changelook(sd, LOOK::CAPE, 0);
if (bool(sd->status.inventory[n].equip & EPOS::MISC1))
clif_changelook(sd, LOOK::MISC1, 0);
if (bool(sd->status.inventory[n].equip & EPOS::MISC2))
clif_changelook(sd, LOOK::MISC2, 0);
return 0;
}
int pc_equipitem(dumb_ptr<map_session_data> sd, int n, EPOS)
{
int nameid;
struct item_data *id;
//ソス]ソスソスソスソスソス{ソスqソスフ場合ソスフ鯉ソスソスフ職ソスニゑソスソスZソスoソスソスソスソス
nullpo_ret(sd);
if (n < 0 || n >= MAX_INVENTORY)
{
clif_equipitemack(sd, 0, EPOS::ZERO, 0);
return 0;
}
nameid = sd->status.inventory[n].nameid;
id = sd->inventory_data[n];
if (!id) // can't actually happen - the only caller checks this.
return 0;
EPOS pos = pc_equippoint(sd, n);
if (battle_config.battle_log)
PRINTF("equip %d (%d) %x:%x\n",
nameid, n, id->equip, pos);
if (!pc_isequip(sd, n) || pos == EPOS::ZERO || sd->status.inventory[n].broken == 1)
{ // [Valaris]
clif_equipitemack(sd, n, EPOS::ZERO, 0); // fail
return 0;
}
// -- moonsoul (if player is berserk then cannot equip)
//
if (pos == (EPOS::MISC2 | EPOS::CAPE))
{
// アクセサリ用例外処理
EPOS epor = EPOS::ZERO;
if (sd->equip_index[EQUIP::MISC2] >= 0)
epor |= sd->status.inventory[sd->equip_index[EQUIP::MISC2]].equip;
if (sd->equip_index[EQUIP::CAPE] >= 0)
epor |= sd->status.inventory[sd->equip_index[EQUIP::CAPE]].equip;
epor &= (EPOS::MISC2 | EPOS::CAPE);
pos = (epor == EPOS::CAPE ? EPOS::MISC2 : EPOS::CAPE);
}
for (EQUIP i : EQUIPs)
{
if (bool(pos & equip_pos[i]))
{
if (sd->equip_index[i] >= 0) //Slot taken, remove item from there.
pc_unequipitem(sd, sd->equip_index[i], CalcStatus::LATER);
sd->equip_index[i] = n;
}
}
// 弓矢装備
if (pos == EPOS::ARROW)
{
clif_arrowequip(sd, n);
clif_arrow_fail(sd, 3); // 3=矢が装備できました
}
else
{
/* Don't update re-equipping if we're using a spell */
if (!(pos == EPOS::GLOVES && sd->attack_spell_override))
clif_equipitemack(sd, n, pos, 1);
}
for (EQUIP i : EQUIPs)
{
if (bool(pos & equip_pos[i]))
sd->equip_index[i] = n;
}
sd->status.inventory[n].equip = pos;
int view_i = 0;
ItemLook view_l = ItemLook::NONE;
// TODO: This is ugly.
if (sd->inventory_data[n])
{
bool look_not_weapon = sd->inventory_data[n]->look == ItemLook::NONE;
bool equip_is_weapon = bool(sd->status.inventory[n].equip & EPOS::WEAPON);
assert (look_not_weapon != equip_is_weapon);
if (look_not_weapon)
view_i = sd->inventory_data[n]->nameid;
else
view_l = sd->inventory_data[n]->look;
}
if (bool(sd->status.inventory[n].equip & EPOS::WEAPON))
{
sd->weapontype1 = view_l;
pc_calcweapontype(sd);
pc_set_weapon_look(sd);
}
if (bool(sd->status.inventory[n].equip & EPOS::SHIELD))
{
if (sd->inventory_data[n])
{
if (sd->inventory_data[n]->type == ItemType::WEAPON)
{
sd->status.shield = 0;
if (sd->status.inventory[n].equip == EPOS::SHIELD)
sd->weapontype2 = view_l;
}
else if (sd->inventory_data[n]->type == ItemType::ARMOR)
{
sd->status.shield = view_i;
sd->weapontype2 = ItemLook::NONE;
}
}
else
{
sd->status.shield = 0;
sd->weapontype2 = ItemLook::NONE;
}
pc_calcweapontype(sd);
clif_changelook(sd, LOOK::SHIELD, sd->status.shield);
}
if (bool(sd->status.inventory[n].equip & EPOS::LEGS))
{
sd->status.head_bottom = view_i;
clif_changelook(sd, LOOK::HEAD_BOTTOM, sd->status.head_bottom);
}
if (bool(sd->status.inventory[n].equip & EPOS::HAT))
{
sd->status.head_top = view_i;
clif_changelook(sd, LOOK::HEAD_TOP, sd->status.head_top);
}
if (bool(sd->status.inventory[n].equip & EPOS::TORSO))
{
sd->status.head_mid = view_i;
clif_changelook(sd, LOOK::HEAD_MID, sd->status.head_mid);
}
pc_signal_advanced_equipment_change(sd, n);
pc_calcstatus(sd, 0);
return 0;
}
/*==========================================
* 装 備した物を外す
*------------------------------------------
*/
int pc_unequipitem(dumb_ptr<map_session_data> sd, int n, CalcStatus type)
{
nullpo_ret(sd);
// -- moonsoul (if player is berserk then cannot unequip)
//
if (battle_config.battle_log)
PRINTF("unequip %d %x:%x\n",
n, pc_equippoint(sd, n),
sd->status.inventory[n].equip);
if (bool(sd->status.inventory[n].equip))
{
for (EQUIP i : EQUIPs)
{
if (bool(sd->status.inventory[n].equip & equip_pos[i]))
sd->equip_index[i] = -1;
}
if (bool(sd->status.inventory[n].equip & EPOS::WEAPON))
{
sd->weapontype1 = ItemLook::NONE;
sd->status.weapon = sd->weapontype2;
pc_calcweapontype(sd);
pc_set_weapon_look(sd);
}
if (bool(sd->status.inventory[n].equip & EPOS::SHIELD))
{
sd->status.shield = 0;
sd->weapontype2 = ItemLook::NONE;
pc_calcweapontype(sd);
clif_changelook(sd, LOOK::SHIELD, sd->status.shield);
}
if (bool(sd->status.inventory[n].equip & EPOS::LEGS))
{
sd->status.head_bottom = 0;
clif_changelook(sd, LOOK::HEAD_BOTTOM,
sd->status.head_bottom);
}
if (bool(sd->status.inventory[n].equip & EPOS::HAT))
{
sd->status.head_top = 0;
clif_changelook(sd, LOOK::HEAD_TOP, sd->status.head_top);
}
if (bool(sd->status.inventory[n].equip & EPOS::TORSO))
{
sd->status.head_mid = 0;
clif_changelook(sd, LOOK::HEAD_MID, sd->status.head_mid);
}
pc_signal_advanced_equipment_change(sd, n);
if (sd->sc_data[StatusChange::SC_BROKNWEAPON].timer
&& bool(sd->status.inventory[n].equip & EPOS::WEAPON)
&& sd->status.inventory[n].broken == 1)
skill_status_change_end(sd, StatusChange::SC_BROKNWEAPON, nullptr);
clif_unequipitemack(sd, n, sd->status.inventory[n].equip, 1);
sd->status.inventory[n].equip = EPOS::ZERO;
}
else
{
clif_unequipitemack(sd, n, EPOS::ZERO, 0);
}
if (type == CalcStatus::NOW)
{
pc_calcstatus(sd, 0);
}
return 0;
}
int pc_unequipinvyitem(dumb_ptr<map_session_data> sd, int n, CalcStatus type)
{
nullpo_retr(1, sd);
for (EQUIP i : EQUIPs)
{
if (equip_pos[i] != EPOS::ZERO
&& !bool(equip_pos[i] & EPOS::ARROW) // probably a bug
&& sd->equip_index[i] == n)
{
//Slot taken, remove item from there.
pc_unequipitem(sd, sd->equip_index[i], type);
sd->equip_index[i] = -1;
}
}
return 0;
}
/*==========================================
* アイテムのindex番号を詰めたり
* 装 備品の装備可能チェックを行なう
*------------------------------------------
*/
int pc_checkitem(dumb_ptr<map_session_data> sd)
{
int i, j, k, id, calc_flag = 0;
nullpo_ret(sd);
// 所持品空き詰め
for (i = j = 0; i < MAX_INVENTORY; i++)
{
if ((id = sd->status.inventory[i].nameid) == 0)
continue;
if (i > j)
{
sd->status.inventory[j] = sd->status.inventory[i];
sd->inventory_data[j] = sd->inventory_data[i];
}
j++;
}
for (k = j; k < MAX_INVENTORY; ++k)
sd->status.inventory[k] = item{};
for (k = j; k < MAX_INVENTORY; k++)
sd->inventory_data[k] = NULL;
// カート内空き詰め
for (i = j = 0; i < MAX_CART; i++)
{
if ((id = sd->status.cart[i].nameid) == 0)
continue;
if (i > j)
{
sd->status.cart[j] = sd->status.cart[i];
}
j++;
}
while (j < MAX_CART)
sd->status.cart[j++] = item{};
// 装 備位置チェック
for (i = 0; i < MAX_INVENTORY; i++)
{
if (sd->status.inventory[i].nameid == 0)
continue;
if (bool(sd->status.inventory[i].equip & ~pc_equippoint(sd, i)))
{
sd->status.inventory[i].equip = EPOS::ZERO;
calc_flag = 1;
}
}
pc_setequipindex(sd);
if (calc_flag)
pc_calcstatus(sd, 2);
return 0;
}
int pc_checkoverhp(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
if (sd->status.hp == sd->status.max_hp)
return 1;
if (sd->status.hp > sd->status.max_hp)
{
sd->status.hp = sd->status.max_hp;
clif_updatestatus(sd, SP::HP);
return 2;
}
return 0;
}
int pc_checkoversp(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
if (sd->status.sp == sd->status.max_sp)
return 1;
if (sd->status.sp > sd->status.max_sp)
{
sd->status.sp = sd->status.max_sp;
clif_updatestatus(sd, SP::SP);
return 2;
}
return 0;
}
/*==========================================
* PVP順位計算用(foreachinarea)
*------------------------------------------
*/
static
void pc_calc_pvprank_sub(dumb_ptr<block_list> bl, dumb_ptr<map_session_data> sd2)
{
dumb_ptr<map_session_data> sd1;
nullpo_retv(bl);
sd1 = bl->is_player();
nullpo_retv(sd2);
if (sd1->pvp_point > sd2->pvp_point)
sd2->pvp_rank++;
}
/*==========================================
* PVP順位計算
*------------------------------------------
*/
int pc_calc_pvprank(dumb_ptr<map_session_data> sd)
{
nullpo_ret(sd);
map_local *m = sd->bl_m;
nullpo_ret(m);
if (!(m->flag.pvp))
return 0;
sd->pvp_rank = 1;
map_foreachinarea(std::bind(pc_calc_pvprank_sub, ph::_1, sd),
sd->bl_m,
0, 0,
m->xs, m->ys,
BL::PC);
return sd->pvp_rank;
}
/*==========================================
* PVP順位計算(timer)
*------------------------------------------
*/
void pc_calc_pvprank_timer(TimerData *, tick_t, int id)
{
dumb_ptr<map_session_data> sd = NULL;
if (battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
return;
sd = map_id2sd(id);
if (sd == NULL)
return;
sd->pvp_timer.cancel();
if (pc_calc_pvprank(sd) > 0)
sd->pvp_timer = Timer(gettick() + PVP_CALCRANK_INTERVAL,
std::bind(pc_calc_pvprank_timer, ph::_1, ph::_2,
id));
}
/*==========================================
* sdは結婚しているか(既婚の場合は相方のchar_idを返す)
*------------------------------------------
*/
static
int pc_ismarried(dumb_ptr<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の結婚処理も同時に行う)
*------------------------------------------
*/
int pc_marriage(dumb_ptr<map_session_data> sd, dumb_ptr<map_session_data> dstsd)
{
if (sd == NULL || dstsd == NULL || sd->status.partner_id > 0
|| dstsd->status.partner_id > 0)
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)(相手も同時に離婚・結婚指輪自動剥奪)
*------------------------------------------
*/
int pc_divorce(dumb_ptr<map_session_data> sd)
{
dumb_ptr<map_session_data> p_sd = NULL;
if (sd == NULL || !pc_ismarried(sd))
return -1;
// If both are on map server we don't need to bother the char server
if ((p_sd =
map_nick2sd(map_charid2nick(sd->status.partner_id))) != NULL)
{
if (p_sd->status.partner_id != sd->status.char_id
|| sd->status.partner_id != p_sd->status.char_id)
{
PRINTF("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n",
sd->status.partner_id, p_sd->status.partner_id);
return -1;
}
p_sd->status.partner_id = 0;
sd->status.partner_id = 0;
if (sd->npc_flags.divorce)
{
sd->npc_flags.divorce = 0;
map_scriptcont(sd, sd->npc_id);
}
}
else
chrif_send_divorce(sd->status.char_id);
return 0;
}
/*==========================================
* sdの相方のmap_session_dataを返す
*------------------------------------------
*/
dumb_ptr<map_session_data> pc_get_partner(dumb_ptr<map_session_data> sd)
{
dumb_ptr<map_session_data> p_sd = NULL;
if (sd == NULL || !pc_ismarried(sd))
return NULL;
CharName nick = map_charid2nick(sd->status.partner_id);
if (!nick.to__actual())
return NULL;
if ((p_sd = map_nick2sd(nick)) == NULL)
return NULL;
return p_sd;
}
//
// 自然回復物
//
/*==========================================
* SP回復量計算
*------------------------------------------
*/
static
tick_t natural_heal_tick, natural_heal_prev_tick;
static
interval_t natural_heal_diff_tick;
static
interval_t pc_spheal(dumb_ptr<map_session_data> sd)
{
nullpo_retr(interval_t::zero(), sd);
interval_t a = natural_heal_diff_tick;
if (pc_issit(sd))
a += a;
return a;
}
/*==========================================
* HP回復量計算
*------------------------------------------
*/
static
interval_t pc_hpheal(dumb_ptr<map_session_data> sd)
{
nullpo_retr(interval_t::zero(), sd);
interval_t a = natural_heal_diff_tick;
if (pc_issit(sd))
a += a;
return a;
}
static
int pc_natural_heal_hp(dumb_ptr<map_session_data> sd)
{
int bhp;
int bonus;
nullpo_ret(sd);
if (pc_checkoverhp(sd))
{
sd->hp_sub = sd->inchealhptick = interval_t::zero();
return 0;
}
bhp = sd->status.hp;
if (!sd->walktimer)
{
interval_t inc_num = pc_hpheal(sd);
sd->hp_sub += inc_num;
sd->inchealhptick += natural_heal_diff_tick;
}
else
{
sd->hp_sub = sd->inchealhptick = interval_t::zero();
return 0;
}
if (sd->hp_sub >= static_cast<interval_t>(battle_config.natural_healhp_interval))
{
bonus = sd->nhealhp;
while (sd->hp_sub >= static_cast<interval_t>(battle_config.natural_healhp_interval))
{
sd->hp_sub -= static_cast<interval_t>(battle_config.natural_healhp_interval);
if (sd->status.hp + bonus <= sd->status.max_hp)
sd->status.hp += bonus;
else
{
sd->status.hp = sd->status.max_hp;
sd->hp_sub = sd->inchealhptick = interval_t::zero();
}
}
}
if (bhp != sd->status.hp)
clif_updatestatus(sd, SP::HP);
if (sd->nshealhp > 0)
{
if (sd->inchealhptick >= static_cast<interval_t>(battle_config.natural_heal_skill_interval)
&& sd->status.hp < sd->status.max_hp)
{
bonus = sd->nshealhp;
while (sd->inchealhptick >= static_cast<interval_t>(battle_config.natural_heal_skill_interval))
{
sd->inchealhptick -= static_cast<interval_t>(battle_config.natural_heal_skill_interval);
if (sd->status.hp + bonus <= sd->status.max_hp)
sd->status.hp += bonus;
else
{
bonus = sd->status.max_hp - sd->status.hp;
sd->status.hp = sd->status.max_hp;
sd->hp_sub = sd->inchealhptick = interval_t::zero();
}
}
}
}
else
sd->inchealhptick = interval_t::zero();
return 0;
}
static
int pc_natural_heal_sp(dumb_ptr<map_session_data> sd)
{
int bsp;
int bonus;
nullpo_ret(sd);
if (pc_checkoversp(sd))
{
sd->sp_sub = sd->inchealsptick = interval_t::zero();
return 0;
}
bsp = sd->status.sp;
interval_t inc_num = pc_spheal(sd);
sd->sp_sub += inc_num;
if (!sd->walktimer)
sd->inchealsptick += natural_heal_diff_tick;
else
sd->inchealsptick = interval_t::zero();
if (sd->sp_sub >= static_cast<interval_t>(battle_config.natural_healsp_interval))
{
bonus = sd->nhealsp;
while (sd->sp_sub >= static_cast<interval_t>(battle_config.natural_healsp_interval))
{
sd->sp_sub -= static_cast<interval_t>(battle_config.natural_healsp_interval);
if (sd->status.sp + bonus <= sd->status.max_sp)
sd->status.sp += bonus;
else
{
sd->status.sp = sd->status.max_sp;
sd->sp_sub = sd->inchealsptick = interval_t::zero();
}
}
}
if (bsp != sd->status.sp)
clif_updatestatus(sd, SP::SP);
if (sd->nshealsp > 0)
{
if (sd->inchealsptick >= static_cast<interval_t>(battle_config.natural_heal_skill_interval)
&& sd->status.sp < sd->status.max_sp)
{
bonus = sd->nshealsp;
while (sd->inchealsptick >= static_cast<interval_t>(battle_config.natural_heal_skill_interval))
{
sd->inchealsptick -= static_cast<interval_t>(battle_config.natural_heal_skill_interval);
if (sd->status.sp + bonus <= sd->status.max_sp)
sd->status.sp += bonus;
else
{
bonus = sd->status.max_sp - sd->status.sp;
sd->status.sp = sd->status.max_sp;
sd->sp_sub = sd->inchealsptick = interval_t::zero();
}
}
}
}
else
sd->inchealsptick = interval_t::zero();
return 0;
}
/*==========================================
* HP/SP 自然回復 各クライアント
*------------------------------------------
*/
static
int pc_quickregenerate_effect(struct quick_regeneration *quick_regen,
int heal_speed)
{
if (!(quick_regen->tickdelay--))
{
int bonus =
min(heal_speed * battle_config.itemheal_regeneration_factor,
quick_regen->amount);
quick_regen->amount -= bonus;
quick_regen->tickdelay = quick_regen->speed;
return bonus;
}
return 0;
}
static
void pc_natural_heal_sub(dumb_ptr<map_session_data> sd)
{
nullpo_retv(sd);
if (sd->heal_xp > 0)
{
if (sd->heal_xp < 64)
--sd->heal_xp; // [Fate] Slowly reduce XP that healers can get for healing this char
else
sd->heal_xp -= (sd->heal_xp >> 6);
}
// Hijack this callback: Adjust spellpower bonus
if (sd->spellpower_bonus_target < sd->spellpower_bonus_current)
{
sd->spellpower_bonus_current = sd->spellpower_bonus_target;
pc_calcstatus(sd, 0);
}
else if (sd->spellpower_bonus_target > sd->spellpower_bonus_current)
{
sd->spellpower_bonus_current +=
1 +
((sd->spellpower_bonus_target -
sd->spellpower_bonus_current) >> 5);
pc_calcstatus(sd, 0);
}
if (sd->sc_data[StatusChange::SC_HALT_REGENERATE].timer)
return;
if (sd->quick_regeneration_hp.amount || sd->quick_regeneration_sp.amount)
{
int hp_bonus = pc_quickregenerate_effect(&sd->quick_regeneration_hp,
(!sd->sc_data[StatusChange::SC_POISON].timer
|| sd->sc_data[StatusChange::SC_SLOWPOISON].timer)
? sd->nhealhp
: 1); // [fate] slow down when poisoned
int sp_bonus = pc_quickregenerate_effect(&sd->quick_regeneration_sp,
sd->nhealsp);
pc_itemheal_effect(sd, hp_bonus, sp_bonus);
}
skill_update_heal_animation(sd); // if needed.
if ((sd->sc_data[StatusChange::SC_FLYING_BACKPACK].timer
|| battle_config.natural_heal_weight_rate > 100
|| sd->weight * 100 / sd->max_weight < battle_config.natural_heal_weight_rate)
&& !pc_isdead(sd)
&& !sd->sc_data[StatusChange::SC_POISON].timer)
{
pc_natural_heal_hp(sd);
pc_natural_heal_sp(sd);
}
else
{
sd->hp_sub = sd->inchealhptick = interval_t::zero();
sd->sp_sub = sd->inchealsptick = interval_t::zero();
}
}
/*==========================================
* HP/SP自然回復 (interval timer関数)
*------------------------------------------
*/
static
void pc_natural_heal(TimerData *, tick_t tick)
{
natural_heal_tick = tick;
natural_heal_diff_tick = natural_heal_tick - natural_heal_prev_tick;
clif_foreachclient(pc_natural_heal_sub);
natural_heal_prev_tick = tick;
}
/*==========================================
* セーブポイントの保存
*------------------------------------------
*/
void pc_setsavepoint(dumb_ptr<map_session_data> sd, MapName mapname, int x, int y)
{
nullpo_retv(sd);
sd->status.save_point.map_ = mapname;
sd->status.save_point.x = x;
sd->status.save_point.y = y;
}
/*==========================================
* 自動セーブ 各クライアント
*------------------------------------------
*/
static
int last_save_fd, save_flag;
static
void pc_autosave_sub(dumb_ptr<map_session_data> sd)
{
nullpo_retv(sd);
if (save_flag == 0 && sd->fd > last_save_fd)
{
pc_makesavestatus(sd);
chrif_save(sd);
save_flag = 1;
last_save_fd = sd->fd;
}
}
/*==========================================
* 自動セーブ (timer関数)
*------------------------------------------
*/
static
void pc_autosave(TimerData *, tick_t)
{
save_flag = 0;
clif_foreachclient(pc_autosave_sub);
if (save_flag == 0)
last_save_fd = 0;
interval_t interval = autosave_time / (clif_countusers() + 1);
if (interval <= interval_t::zero())
interval = std::chrono::milliseconds(1);
Timer(gettick() + interval,
pc_autosave
).detach();
}
int pc_read_gm_account(int fd)
{
gm_accountm.clear();
// (RFIFOW(fd, 2) - 4) / 5
for (int i = 4; i < RFIFOW(fd, 2); i += 5)
{
int account_id = RFIFOL(fd, i);
uint8_t level = RFIFOB(fd, i + 4);
gm_accountm[account_id] = level;
}
return gm_accountm.size();
}
void pc_setstand(dumb_ptr<map_session_data> sd)
{
nullpo_retv(sd);
sd->state.dead_sit = 0;
}
static
void pc_calc_sigma(void)
{
int j, k;
{
for (int& it : hp_sigma_val_0)
it = 0;
for (k = 0, j = 2; j <= MAX_LEVEL; j++)
{
k += hp_coefficient_0 * j + 50;
k -= k % 100;
hp_sigma_val_0[j - 1] = k;
}
}
}
/*==========================================
* pc関 係初期化
*------------------------------------------
*/
int do_init_pc(void)
{
pc_calc_sigma();
natural_heal_prev_tick = gettick() + NATURAL_HEAL_INTERVAL;
Timer(natural_heal_prev_tick,
pc_natural_heal,
NATURAL_HEAL_INTERVAL
).detach();
Timer(gettick() + autosave_time,
pc_autosave
).detach();
return 0;
}
void pc_cleanup(dumb_ptr<map_session_data> sd)
{
magic_stop_completely(sd);
}
void pc_invisibility(dumb_ptr<map_session_data> sd, int enabled)
{
if (enabled && !bool(sd->status.option & Option::INVISIBILITY))
{
clif_clearchar(sd, BeingRemoveWhy::WARPED);
sd->status.option |= Option::INVISIBILITY;
clif_status_change(sd, StatusChange::CLIF_OPTION_SC_INVISIBILITY, 1);
}
else if (!enabled)
{
sd->status.option &= ~Option::INVISIBILITY;
clif_status_change(sd, StatusChange::CLIF_OPTION_SC_INVISIBILITY, 0);
pc_setpos(sd, sd->bl_m->name_, sd->bl_x, sd->bl_y, BeingRemoveWhy::WARPED);
}
}
int pc_logout(dumb_ptr<map_session_data> sd) // [fate] Player logs out
{
if (!sd)
return 0;
if (sd->sc_data[StatusChange::SC_POISON].timer)
sd->status.hp = 1; // Logging out while poisoned -> bad
/*
* Trying to rapidly sign out/in or switch characters to avoid a spell's
* cast time is also bad. [remoitnane]
*/
#if 0
// Removed because it's buggy, see above.
if (sd->cast_tick > tick)
{
if (pc_setglobalreg(sd, "MAGIC_CAST_TICK", sd->cast_tick - tick))
sd->status.sp = 1;
}
else
#endif
pc_setglobalreg(sd, stringish<VarName>("MAGIC_CAST_TICK"), 0);
MAP_LOG_STATS(sd, "LOGOUT");
return 0;
}