// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _MMO_H_
#define _MMO_H_
#include "cbasetypes.h"
#include <time.h>
#define FIFOSIZE_SERVERLINK 256*1024
//Remove/Comment this line to disable sc_data saving. [Skotlex]
#define ENABLE_SC_SAVING
//Remove/Comment this line to disable server-side hot-key saving support [Skotlex]
//Note that newer clients no longer save hotkeys in the registry!
//The number is the max number of hotkeys to save (27 = 9 skills x 3 bars)
#define HOTKEY_SAVING 27
#define MAX_MAP_PER_SERVER 1024
#define MAX_INVENTORY 100
//Max number of characters per account. Note that changing this setting alone is not enough if the client is not hexed to support more characters as well.
#define MAX_CHARS 9
//Number of slots carded equipment can have. Never set to less than 4 as they are also used to keep the data of forged items/equipment. [Skotlex]
//Note: The client seems unable to receive data for more than 4 slots due to all related packets having a fixed size.
#define MAX_SLOTS 4
#define MAX_AMOUNT 30000
#define MAX_ZENY 1000000000
#define MAX_FAME 1000000000
#define MAX_CART 100
#define MAX_SKILL 1100 // Bumped to 1100 for new quest skills, will need to further increase one day... [DracoRPG]
#define GLOBAL_REG_NUM 96
#define ACCOUNT_REG_NUM 64
#define ACCOUNT_REG2_NUM 16
//Should hold the max of GLOBAL/ACCOUNT/ACCOUNT2 (needed for some arrays that hold all three)
#define MAX_REG_NUM 96
#define DEFAULT_WALK_SPEED 150
#define MIN_WALK_SPEED 0
#define MAX_WALK_SPEED 1000
#define MAX_STORAGE 300
#define MAX_GUILD_STORAGE 1000
#define MAX_PARTY 12
#define MAX_GUILD 16+10*6 // increased max guild members +6 per 1 extension levels [Lupus]
#define MAX_GUILDPOSITION 20 // increased max guild positions to accomodate for all members [Valaris] (removed) [PoW]
#define MAX_GUILDEXPULSION 32
#define MAX_GUILDALLIANCE 16
#define MAX_GUILDSKILL 15 // increased max guild skills because of new skills [Sara-chan]
#define MAX_GUILDCASTLE 24 // increased to include novice castles [Valaris]
#define MAX_GUILDLEVEL 50
#define MAX_GUARDIANS 8 //Local max per castle. [Skotlex]
#define MIN_HAIR_STYLE battle_config.min_hair_style
#define MAX_HAIR_STYLE battle_config.max_hair_style
#define MIN_HAIR_COLOR battle_config.min_hair_color
#define MAX_HAIR_COLOR battle_config.max_hair_color
#define MIN_CLOTH_COLOR battle_config.min_cloth_color
#define MAX_CLOTH_COLOR battle_config.max_cloth_color
// for produce
#define MIN_ATTRIBUTE 0
#define MAX_ATTRIBUTE 4
#define ATTRIBUTE_NORMAL 0
#define MIN_STAR 0
#define MAX_STAR 3
#define MIN_PORTAL_MEMO 0
#define MAX_PORTAL_MEMO 2
#define MAX_STATUS_TYPE 5
#define WEDDING_RING_M 2634
#define WEDDING_RING_F 2635
//For character names, title names, guilds, maps, etc.
//Includes null-terminator as it is the length of the array.
#define NAME_LENGTH 24
//For item names, which tend to have much longer names.
#define ITEM_NAME_LENGTH 50
//For Map Names, which the client considers to be 16 in length including the .gat extension
#define MAP_NAME_LENGTH 12
#define MAP_NAME_LENGTH_EXT 16
#define MAX_FRIENDS 40
#define MAX_MEMOPOINTS 10
//Size of the fame list arrays.
#define MAX_FAME_LIST 10
//These max values can be exceeded and the char/map servers will update them with no problems
//These are just meant to minimize the updating needed between char/map servers as players login.
//Room for initial 10K accounts
#define DEFAULT_MAX_ACCOUNT_ID 2010000
#define START_ACCOUNT_NUM 2000000
#define END_ACCOUNT_NUM 100000000
//Room for initial 100k characters
#define DEFAULT_MAX_CHAR_ID 250000
//Base Homun skill.
#define HM_SKILLBASE 8000
#define MAX_HOMUNSKILL 16
#define MAX_HOMUNCULUS_CLASS 16 //[orn]
#define HM_CLASS_BASE 6001
#define HM_CLASS_MAX (HM_CLASS_BASE+MAX_HOMUNCULUS_CLASS-1)
struct item {
int id;
short nameid;
short amount;
unsigned short equip;
char identify;
char refine;
char attribute;
short card[MAX_SLOTS];
};
struct point{
unsigned short map;
short x,y;
};
struct skill {
unsigned short id,lv,flag;
};
struct global_reg {
char str[32];
char value[256]; // [zBuffer]
};
//Holds array of global registries, used by the char server and converter.
struct accreg {
int account_id, char_id;
int reg_num;
struct global_reg reg[MAX_REG_NUM];
};
//For saving status changes across sessions. [Skotlex]
struct status_change_data {
unsigned short type; //SC_type
int val1, val2, val3, val4, tick; //Remaining duration.
};
struct s_pet {
int account_id;
int char_id;
int pet_id;
short class_;
short level;
short egg_id;//pet egg id
short equip;//pet equip name_id
short intimate;//pet friendly
short hungry;//pet hungry
char name[NAME_LENGTH];
char rename_flag;
char incuvate;
};
struct s_homunculus { //[orn]
char name[NAME_LENGTH];
int hom_id;
int char_id;
short class_;
int hp,max_hp,sp,max_sp;
unsigned int intimacy; //[orn]
short hunger;
struct skill hskill[MAX_HOMUNSKILL]; //albator
short skillpts;
short level;
unsigned int exp;
short rename_flag;
short vaporize; //albator
int str ;
int agi ;
int vit ;
int int_ ;
int dex ;
int luk ;
};
struct s_friend {
int account_id;
int char_id;
char name[NAME_LENGTH];
};
#ifdef HOTKEY_SAVING
struct hotkey {
unsigned int id;
unsigned short lv;
unsigned char type; // 0: item, 1: skill
};
#endif
struct mmo_charstatus {
int char_id;
int account_id;
int partner_id;
int father;
int mother;
int child;
unsigned int base_exp,job_exp;
int zeny;
short class_;
unsigned short status_point,skill_point;
int hp,max_hp,sp,max_sp;
unsigned int option;
short manner;
unsigned char karma;
short hair,hair_color,clothes_color;
int party_id,guild_id,pet_id,hom_id;
int fame;
short weapon,shield;
short head_top,head_mid,head_bottom;
char name[NAME_LENGTH];
unsigned int base_level,job_level;
short str,agi,vit,int_,dex,luk;
unsigned char char_num,sex;
uint32 mapip;
uint16 mapport;
struct point last_point,save_point,memo_point[MAX_MEMOPOINTS];
struct item inventory[MAX_INVENTORY],cart[MAX_CART];
struct skill skill[MAX_SKILL];
struct s_friend friends[MAX_FRIENDS]; //New friend system [Skotlex]
#ifdef HOTKEY_SAVING
struct hotkey hotkeys[HOTKEY_SAVING];
#endif
};
struct registry {
int global_num;
struct global_reg global[GLOBAL_REG_NUM];
int account_num;
struct global_reg account[ACCOUNT_REG_NUM];
int account2_num;
struct global_reg account2[ACCOUNT_REG2_NUM];
};
struct storage {
int dirty;
int account_id;
short storage_status;
short storage_amount;
struct item storage_[MAX_STORAGE];
};
struct guild_storage {
int dirty;
int guild_id;
short storage_status;
short storage_amount;
struct item storage_[MAX_GUILD_STORAGE];
};
struct map_session_data;
struct gm_account {
int account_id;
int level;
};
struct party_member {
int account_id;
int char_id;
char name[NAME_LENGTH];
unsigned short class_;
unsigned short map;
unsigned short lv;
unsigned leader : 1,
online : 1;
};
struct party {
int party_id;
char name[NAME_LENGTH];
unsigned char count; //Count of online characters.
unsigned exp : 1,
item : 2; //&1: Party-Share (round-robin), &2: pickup style: shared.
struct party_member member[MAX_PARTY];
};
struct guild_member {
int account_id, char_id;
short hair,hair_color,gender,class_,lv;
unsigned int exp;
int exp_payper;
short online,position;
int rsv1,rsv2;
char name[NAME_LENGTH];
struct map_session_data *sd;
unsigned char modified;
};
struct guild_position {
char name[NAME_LENGTH];
int mode;
int exp_mode;
unsigned char modified;
};
struct guild_alliance {
int opposition;
int guild_id;
char name[NAME_LENGTH];
};
struct guild_expulsion {
char name[NAME_LENGTH];
char mes[40];
char acc[40];
int account_id;
int rsv1,rsv2,rsv3;
};
struct guild_skill {
int id,lv;
};
struct guild {
int guild_id;
short guild_lv, connect_member, max_member, average_lv;
unsigned int exp,next_exp;
int skill_point;
#ifdef TXT_ONLY
//FIXME: Gotta remove this variable completely, but doing so screws up the format of the txt save file...
int castle_id;
#endif
char name[NAME_LENGTH],master[NAME_LENGTH];
struct guild_member member[MAX_GUILD];
struct guild_position position[MAX_GUILDPOSITION];
char mes1[60],mes2[120];
int emblem_len,emblem_id;
char emblem_data[2048];
struct guild_alliance alliance[MAX_GUILDALLIANCE];
struct guild_expulsion expulsion[MAX_GUILDEXPULSION];
struct guild_skill skill[MAX_GUILDSKILL];
#ifndef TXT_ONLY
unsigned short save_flag;
#endif
};
struct guild_castle {
int castle_id;
char map_name[MAP_NAME_LENGTH];
char castle_name[NAME_LENGTH];
char castle_event[NAME_LENGTH];
int guild_id;
int economy;
int defense;
int triggerE;
int triggerD;
int nextTime;
int payTime;
int createTime;
int visibleC;
struct {
unsigned visible : 1;
int hp;
int id;
} guardian[MAX_GUARDIANS]; //New simplified structure. [Skotlex]
};
struct square {
int val1[5];
int val2[5];
};
struct fame_list {
int id;
int fame;
char name[NAME_LENGTH];
};
enum {
GBI_EXP =1, // �M���h��EXP
GBI_GUILDLV, // �M���h��Lv
GBI_SKILLPOINT, // �M���h�̃X�L���|�C���g
GBI_SKILLLV, // �M���h�X�L��Lv
};
enum {
GMI_POSITION =0, // �����o�[�̖�E�ύX
GMI_EXP,
GMI_HAIR,
GMI_HAIR_COLOR,
GMI_GENDER,
GMI_CLASS,
GMI_LEVEL,
};
enum {
GD_SKILLBASE=10000,
GD_APPROVAL=10000,
GD_KAFRACONTRACT=10001,
GD_GUARDIANRESEARCH=10002,
GD_GUARDUP=10003,
GD_EXTENSION=10004,
GD_GLORYGUILD=10005,
GD_LEADERSHIP=10006,
GD_GLORYWOUNDS=10007,
GD_SOULCOLD=10008,
GD_HAWKEYES=10009,
GD_BATTLEORDER=10010,
GD_REGENERATION=10011,
GD_RESTORE=10012,
GD_EMERGENCYCALL=10013,
GD_DEVELOPMENT=10014,
};
//These mark the ID of the jobs, as expected by the client. [Skotlex]
enum {
JOB_NOVICE,
JOB_SWORDMAN,
JOB_MAGE,
JOB_ARCHER,
JOB_ACOLYTE,
JOB_MERCHANT,
JOB_THIEF,
JOB_KNIGHT,
JOB_PRIEST,
JOB_WIZARD,
JOB_BLACKSMITH,
JOB_HUNTER,
JOB_ASSASSIN,
JOB_KNIGHT2,
JOB_CRUSADER,
JOB_MONK,
JOB_SAGE,
JOB_ROGUE,
JOB_ALCHEMIST,
JOB_BARD,
JOB_DANCER,
JOB_CRUSADER2,
JOB_WEDDING,
JOB_SUPER_NOVICE,
JOB_GUNSLINGER,
JOB_NINJA,
JOB_XMAS,
JOB_NOVICE_HIGH = 4001,
JOB_SWORDMAN_HIGH,
JOB_MAGE_HIGH,
JOB_ARCHER_HIGH,
JOB_ACOLYTE_HIGH,
JOB_MERCHANT_HIGH,
JOB_THIEF_HIGH,
JOB_LORD_KNIGHT,
JOB_HIGH_PRIEST,
JOB_HIGH_WIZARD,
JOB_WHITESMITH,
JOB_SNIPER,
JOB_ASSASSIN_CROSS,
JOB_LORD_KNIGHT2,
JOB_PALADIN,
JOB_CHAMPION,
JOB_PROFESSOR,
JOB_STALKER,
JOB_CREATOR,
JOB_CLOWN,
JOB_GYPSY,
JOB_PALADIN2,
JOB_BABY,
JOB_BABY_SWORDMAN,
JOB_BABY_MAGE,
JOB_BABY_ARCHER,
JOB_BABY_ACOLYTE,
JOB_BABY_MERCHANT,
JOB_BABY_THIEF,
JOB_BABY_KNIGHT,
JOB_BABY_PRIEST,
JOB_BABY_WIZARD,
JOB_BABY_BLACKSMITH,
JOB_BABY_HUNTER,
JOB_BABY_ASSASSIN,
JOB_BABY_KNIGHT2,
JOB_BABY_CRUSADER,
JOB_BABY_MONK,
JOB_BABY_SAGE,
JOB_BABY_ROGUE,
JOB_BABY_ALCHEMIST,
JOB_BABY_BARD,
JOB_BABY_DANCER,
JOB_BABY_CRUSADER2,
JOB_SUPER_BABY,
JOB_TAEKWON,
JOB_STAR_GLADIATOR,
JOB_STAR_GLADIATOR2,
JOB_SOUL_LINKER,
};
// sanity checks...
#if MAX_ZENY > INT_MAX
#error MAX_ZENY is too big
#endif
#endif /* _MMO_H_ */