// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _MAP_H_
#define _MAP_H_
#ifndef _CBASETYPES_H_
#include "../common/cbasetypes.h"
#endif
#include "../common/mmo.h"
#include "../common/mapindex.h"
#include "../common/db.h"
#include "itemdb.h" // MAX_ITEMGROUP
#include "status.h" // SC_MAX
#include <stdarg.h>
//Uncomment to enable the Cell Stack Limit mod.
//It's only config is the battle_config cell_stack_limit.
//Only chars affected are those defined in BL_CHAR (mobs and players currently)
//#define CELL_NOSTACK
//Uncomment to enable circular area checks.
//By default, all range checks in Aegis are of Square shapes, so a weapon range
// of 10 allows you to attack from anywhere within a 21x21 area.
//Enabling this changes such checks to circular checks, which is more realistic,
// but is not the official behaviour.
//#define CIRCULAR_AREA
#define MAX_NPC_PER_MAP 512
#define BLOCK_SIZE 8
#define AREA_SIZE battle_config.area_size
#define DAMAGELOG_SIZE 30
#define LOOTITEM_SIZE 10
#define MAX_SKILL_LEVEL 100
#define MAX_SKILLUNITGROUP 25
#define MAX_SKILLUNITGROUPTICKSET 25
#define MAX_SKILLTIMERSKILL 15
#define MAX_MOBSKILL 50
#define MAX_MOB_LIST_PER_MAP 128
#define MAX_EVENTQUEUE 2
#define MAX_EVENTTIMER 32
#define NATURAL_HEAL_INTERVAL 500
#define MAX_FLOORITEM 500000
#define MAX_LEVEL 99
#define MAX_WALKPATH 32
#define MAX_DROP_PER_MAP 48
#define MAX_IGNORE_LIST 20 // official is 14
#define MAX_VENDING 12
#define MOBID_EMPERIUM 1288
#define MAX_PC_BONUS 10
#define MAX_DUEL 1024
//The following system marks a different job ID system used by the map server,
//which makes a lot more sense than the normal one. [Skotlex]
//
//These marks the "level" of the job.
#define JOBL_2_1 0x100 //256
#define JOBL_2_2 0x200 //512
#define JOBL_2 0x300
#define JOBL_UPPER 0x1000 //4096
#define JOBL_BABY 0x2000 //8192
//for filtering and quick checking.
#define MAPID_UPPERMASK 0x0fff
#define MAPID_BASEMASK 0x00ff
//First Jobs
//Note the oddity of the novice:
//Super Novices are considered the 2-1 version of the novice! Novices are considered a first class type, too...
enum {
MAPID_NOVICE = 0x0,
MAPID_SWORDMAN,
MAPID_MAGE,
MAPID_ARCHER,
MAPID_ACOLYTE,
MAPID_MERCHANT,
MAPID_THIEF,
MAPID_TAEKWON,
MAPID_WEDDING,
MAPID_GUNSLINGER,
MAPID_NINJA,
MAPID_XMAS,
MAPID_SUMMER,
//2_1 classes
MAPID_SUPER_NOVICE = JOBL_2_1|0x0,
MAPID_KNIGHT,
MAPID_WIZARD,
MAPID_HUNTER,
MAPID_PRIEST,
MAPID_BLACKSMITH,
MAPID_ASSASSIN,
MAPID_STAR_GLADIATOR,
//2_2 classes
MAPID_CRUSADER = JOBL_2_2|0x1,
MAPID_SAGE,
MAPID_BARDDANCER,
MAPID_MONK,
MAPID_ALCHEMIST,
MAPID_ROGUE,
MAPID_SOUL_LINKER,
//1-1, advanced
MAPID_NOVICE_HIGH = JOBL_UPPER|0x0,
MAPID_SWORDMAN_HIGH,
MAPID_MAGE_HIGH,
MAPID_ARCHER_HIGH,
MAPID_ACOLYTE_HIGH,
MAPID_MERCHANT_HIGH,
MAPID_THIEF_HIGH,
//2_1 advanced
MAPID_LORD_KNIGHT = JOBL_UPPER|JOBL_2_1|0x1,
MAPID_HIGH_WIZARD,
MAPID_SNIPER,
MAPID_HIGH_PRIEST,
MAPID_WHITESMITH,
MAPID_ASSASSIN_CROSS,
//2_2 advanced
MAPID_PALADIN = JOBL_UPPER|JOBL_2_2|0x1,
MAPID_PROFESSOR,
MAPID_CLOWNGYPSY,
MAPID_CHAMPION,
MAPID_CREATOR,
MAPID_STALKER,
//1-1 baby
MAPID_BABY = JOBL_BABY|0x0,
MAPID_BABY_SWORDMAN,
MAPID_BABY_MAGE,
MAPID_BABY_ARCHER,
MAPID_BABY_ACOLYTE,
MAPID_BABY_MERCHANT,
MAPID_BABY_THIEF,
MAPID_BABY_TAEKWON,
//2_1 baby
MAPID_SUPER_BABY = JOBL_BABY|JOBL_2_1|0x0,
MAPID_BABY_KNIGHT,
MAPID_BABY_WIZARD,
MAPID_BABY_HUNTER,
MAPID_BABY_PRIEST,
MAPID_BABY_BLACKSMITH,
MAPID_BABY_ASSASSIN,
MAPID_BABY_STAR_GLADIATOR,
//2_2 baby
MAPID_BABY_CRUSADER = JOBL_BABY|JOBL_2_2|0x1,
MAPID_BABY_SAGE,
MAPID_BABY_BARDDANCER,
MAPID_BABY_MONK,
MAPID_BABY_ALCHEMIST,
MAPID_BABY_ROGUE,
MAPID_BABY_SOUL_LINKER,
};
//Max size for inputs to Graffiti, Talkie Box and Vending text prompts
#define MESSAGE_SIZE (79 + 1)
//String length you can write in the 'talking box'
#define CHATBOX_SIZE (70 + 1)
//Chatroom-related string sizes
#define CHATROOM_TITLE_SIZE (36 + 1)
#define CHATROOM_PASS_SIZE (8 + 1)
//Max allowed chat text length
#define CHAT_SIZE_MAX 150
#define DEFAULT_AUTOSAVE_INTERVAL 5*60*1000
//Specifies maps where players may hit each other
#define map_flag_vs(m) (map[m].flag.pvp || map[m].flag.gvg_dungeon || map[m].flag.gvg || (agit_flag && map[m].flag.gvg_castle))
//Specifies maps that have special GvG/WoE restrictions
#define map_flag_gvg(m) (map[m].flag.gvg || (agit_flag && map[m].flag.gvg_castle))
//Specifies if the map is tagged as GvG/WoE (regardless of agit_flag status)
#define map_flag_gvg2(m) (map[m].flag.gvg || map[m].flag.gvg_castle)
//This stackable implementation does not means a BL can be more than one type at a time, but it's
//meant to make it easier to check for multiple types at a time on invocations such as
// map_foreach* calls [Skotlex]
enum bl_type {
BL_NUL = 0x000,
BL_PC = 0x001,
BL_MOB = 0x002,
BL_PET = 0x004,
BL_HOM = 0x008,
BL_ITEM = 0x010,
BL_SKILL = 0x020,
BL_NPC = 0x040,
BL_CHAT = 0x080,
};
//For common mapforeach calls. Since pets cannot be affected, they aren't included here yet.
#define BL_CHAR (BL_PC|BL_MOB|BL_HOM)
#define BL_ALL 0xfff
enum npc_subtype { WARP, SHOP, SCRIPT };
enum {
RC_FORMLESS=0,
RC_UNDEAD,
RC_BRUTE,
RC_PLANT,
RC_INSECT,
RC_FISH,
RC_DEMON,
RC_DEMIHUMAN,
RC_ANGEL,
RC_DRAGON,
RC_BOSS,
RC_NONBOSS,
RC_MAX
};
enum {
ELE_NEUTRAL=0,
ELE_WATER,
ELE_EARTH,
ELE_FIRE,
ELE_WIND,
ELE_POISON,
ELE_HOLY,
ELE_DARK,
ELE_GHOST,
ELE_UNDEAD,
ELE_MAX
};
enum auto_trigger_flag {
ATF_SELF=0x01,
ATF_TARGET=0x02,
ATF_SHORT=0x04,
ATF_LONG=0x08
};
struct block_list {
struct block_list *next,*prev;
int id;
short m,x,y;
enum bl_type type;
};
struct walkpath_data {
unsigned char path_len,path_pos,path_half;
unsigned char path[MAX_WALKPATH];
};
struct shootpath_data {
int rx,ry,len;
int x[MAX_WALKPATH];
int y[MAX_WALKPATH];
};
struct skill_timerskill {
int timer;
int src_id;
int target_id;
int map;
short x,y;
short skill_id,skill_lv;
int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
int flag;
};
struct skill_unit_group;
struct skill_unit {
struct block_list bl;
struct skill_unit_group *group;
int limit;
int val1,val2;
short alive,range;
};
struct skill_unit_group {
int src_id;
int party_id;
int guild_id;
int map;
int target_flag; //Holds BCT_* flag for battle_check_target
int bl_flag; //Holds BL_* flag for map_foreachin* functions
unsigned int tick;
int limit,interval;
short skill_id,skill_lv;
int val1,val2,val3;
char *valstr;
int unit_id;
int group_id;
int unit_count,alive_count;
struct skill_unit *unit;
struct {
unsigned ammo_consume : 1;
unsigned magic_power : 1;
unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
} state;
};
struct skill_unit_group_tickset {
unsigned int tick;
int id;
};
struct unit_data {
struct block_list *bl;
struct walkpath_data walkpath;
struct skill_timerskill *skilltimerskill[MAX_SKILLTIMERSKILL];
struct skill_unit_group *skillunit[MAX_SKILLUNITGROUP];
struct skill_unit_group_tickset skillunittick[MAX_SKILLUNITGROUPTICKSET];
short attacktarget_lv;
short to_x,to_y;
short skillx,skilly;
short skillid,skilllv;
int skilltarget;
int skilltimer;
int target;
int attacktimer;
int walktimer;
int chaserange;
unsigned int attackabletime;
unsigned int canact_tick;
unsigned int canmove_tick;
uint8 dir;
unsigned char walk_count;
struct {
unsigned change_walk_target : 1 ;
unsigned skillcastcancel : 1 ;
unsigned attack_continue : 1 ;
unsigned walk_easy : 1 ;
unsigned running : 1;
unsigned speed_changed : 1;
} state;
};
//Basic damage info of a weapon
//Required because players have two of these, one in status_data and another
//for their left hand weapon.
struct weapon_atk {
unsigned short atk, atk2;
unsigned short range;
unsigned char ele;
};
//For holding basic status (which can be modified by status changes)
struct status_data {
unsigned int
hp, sp,
max_hp, max_sp;
unsigned short
str, agi, vit, int_, dex, luk,
batk,
matk_min, matk_max,
speed,
amotion, adelay, dmotion,
mode;
short
hit, flee, cri, flee2,
def2, mdef2,
aspd_rate;
unsigned char
def_ele, ele_lv,
size, race;
signed char
def, mdef;
struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};
struct script_reg {
int index;
int data;
};
struct script_regstr {
int index;
char data[256];
};
struct status_change_entry {
int timer;
int val1,val2,val3,val4;
};
struct status_change {
unsigned int option;// effect state
unsigned int opt3;// skill state
unsigned short opt1;// body state
unsigned short opt2;// health state
unsigned char count;
//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
unsigned char jb_flag; //Joint Beat type flag
unsigned short mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
int sg_id; //ID of the previous Storm gust that hit you
unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
struct status_change_entry *data[SC_MAX];
};
struct s_vending {
short index;
short amount;
unsigned int value;
};
struct weapon_data {
int atkmods[3];
// all the variables except atkmods get zero'ed in each call of status_calc_pc
// NOTE: if you want to add a non-zeroed variable, you need to update the memset call
// in status_calc_pc as well! All the following are automatically zero'ed. [Skotlex]
int overrefine;
int star;
int ignore_def_ele;
int ignore_def_race;
int def_ratio_atk_ele;
int def_ratio_atk_race;
int addele[ELE_MAX];
int addrace[RC_MAX];
int addrace2[RC_MAX];
int addsize[3];
struct drain_data {
short rate;
short per;
short value;
unsigned type:1;
} hp_drain[RC_MAX], sp_drain[RC_MAX];
struct {
short class_, rate;
} add_dmg[MAX_PC_BONUS];
};
struct view_data {
unsigned short
class_,
weapon,
shield, //Or left-hand weapon.
head_top,
head_mid,
head_bottom,
hair_style,
hair_color,
cloth_color;
char sex;
unsigned dead_sit : 2;
};
//Additional regen data that only players have.
struct regen_data_sub {
unsigned short
hp,sp;
//tick accumulation before healing.
struct {
unsigned int hp,sp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char hp,sp;
} rate;
};
struct regen_data {
unsigned short flag; //Marks what stuff you may heal or not.
unsigned short
hp,sp,shp,ssp;
//tick accumulation before healing.
struct {
unsigned int hp,sp,shp,ssp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char
hp,sp,shp,ssp;
} rate;
struct {
unsigned walk:1; //Can you regen even when walking?
unsigned gc:1; //Tags when you should have double regen due to GVG castle
unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
} state;
//skill-regen, sitting-skill-regen (since not all chars with regen need it)
struct regen_data_sub *sregen, *ssregen;
};
struct party_member_data {
struct map_session_data *sd;
unsigned int hp; //For HP,x,y refreshing.
unsigned short x, y;
};
struct party_data {
struct party party;
struct party_member_data data[MAX_PARTY];
uint8 itemc; //For item distribution, position of last picker in party
struct {
unsigned monk : 1; //There's at least one monk in party?
unsigned sg : 1; //There's at least one Star Gladiator in party?
unsigned snovice :1; //There's a Super Novice
unsigned tk : 1; //There's a taekwon
} state;
};
struct npc_data;
struct pet_db;
struct homunculus_db; //[orn]
struct item_data;
struct square;
// The player performed a suspicious action (not used right now) [FlavioJS]
#define LOG_SUSPICIOUS(sd,msg)
struct map_session_data {
struct block_list bl;
struct unit_data ud;
struct view_data vd;
struct status_data base_status, battle_status;
struct status_change sc;
struct regen_data regen;
struct regen_data_sub sregen, ssregen;
//NOTE: When deciding to add a flag to state or special_state, take into consideration that state is preserved in
//status_calc_pc, while special_state is recalculated in each call. [Skotlex]
struct {
unsigned auth : 1;
unsigned menu_or_input : 1;// if a script is waiting for feedback from the player
unsigned dead_sit : 2;
unsigned waitingdisconnect : 1;
unsigned lr_flag : 2;
unsigned connect_new : 1;
unsigned arrow_atk : 1;
unsigned skill_flag : 1;
unsigned gangsterparadise : 1;
unsigned rest : 1;
unsigned storage_flag : 2; //0: closed, 1: Normal Storage open, 2: guild storage open [Skotlex]
unsigned snovice_call_flag : 2; //Summon Angel (stage 1~3)
unsigned snovice_dead_flag : 2; //Explosion spirits on death: 0 off, 1 active, 2 used.
unsigned abra_flag : 1; // Abracadabra bugfix by Aru
unsigned autotrade : 1; //By Fantik
unsigned reg_dirty : 3; //By Skotlex (marks whether registry variables have been saved or not yet)
unsigned showdelay :1;
unsigned showexp :1;
unsigned showzeny :1;
unsigned mainchat :1; //[LuzZza]
unsigned noask :1; // [LuzZza]
unsigned trading :1; //[Skotlex] is 1 only after a trade has started.
unsigned deal_locked :2; //1: Clicked on OK. 2: Clicked on TRADE
unsigned party_sent :1;
unsigned guild_sent :1;
unsigned monster_ignore :1; // for monsters to ignore a character [Valaris] [zzo]
unsigned size :2; // for tiny/large types
unsigned night :1; //Holds whether or not the player currently has the SI_NIGHT effect on. [Skotlex]
unsigned finalsave :1; //Signals whether the final save for the char was done or not yet. Meant to prevent exploits and the like. [Skotlex]
unsigned blockedmove :1;
unsigned using_fake_npc :1;
unsigned rewarp :1; //Signals that a player should warp as soon as he is done loading a map. [Skotlex]
unsigned killer : 1;
unsigned killable : 1;
unsigned doridori : 1;
unsigned ignoreAll : 1;
unsigned short autoloot;
struct guild *gmaster_flag;
} state;
struct {
unsigned char no_weapon_damage, no_magic_damage, no_misc_damage;
unsigned restart_full_recover : 1;
unsigned no_castcancel : 1;
unsigned no_castcancel2 : 1;
unsigned no_sizefix : 1;
unsigned no_gemstone : 1;
unsigned intravision : 1; // Maya Purple Card effect [DracoRPG]
unsigned perfect_hiding : 1; // [Valaris]
unsigned no_knockback : 1;
unsigned bonus_coma : 1;
} special_state;
int login_id1, login_id2;
unsigned short class_; //This is the internal job ID used by the map server to simplify comparisons/queries/etc. [Skotlex]
int packet_ver; // 5: old, 6: 7july04, 7: 13july04, 8: 26july04, 9: 9aug04/16aug04/17aug04, 10: 6sept04, 11: 21sept04, 12: 18oct04, 13: 25oct04 ... 18
struct mmo_charstatus status;
struct registry save_reg;
struct item_data* inventory_data[MAX_INVENTORY]; // direct pointers to itemdb entries (faster than doing item_id lookups)
short equip_index[11];
unsigned int weight,max_weight;
int cart_weight,cart_num;
int fd;
unsigned short mapindex;
unsigned short prev_speed,prev_adelay;
unsigned char head_dir; //0: Look forward. 1: Look right, 2: Look left.
unsigned int client_tick;
int npc_id,areanpc_id,npc_shopid;
int npc_item_flag; //Marks the npc_id with which you can use items during interactions with said npc (see script command enable_itemuse)
int npc_menu;
int npc_amount;
struct script_state *st;
char npc_str[CHATBOX_SIZE]; // for passing npc input box text to script engine
int npc_timer_id; //For player attached npc timers. [Skotlex]
unsigned int chatID;
time_t idletime;
struct{
char name[NAME_LENGTH];
} ignore[MAX_IGNORE_LIST];
int followtimer; // [MouseJstr]
int followtarget;
time_t emotionlasttime; // to limit flood with emotion packets
short skillitem,skillitemlv;
short skillid_old,skilllv_old;
short skillid_dance,skilllv_dance;
char blockskill[MAX_SKILL]; // [celest]
int cloneskill_id;
int menuskill_id, menuskill_val;
int invincible_timer;
unsigned int canlog_tick;
unsigned int canuseitem_tick; // [Skotlex]
unsigned int cantalk_tick;
unsigned int cansendmail_tick; // [Mail System Flood Protection]
short weapontype1,weapontype2;
short disguise; // [Valaris]
struct weapon_data right_weapon, left_weapon;
// here start arrays to be globally zeroed at the beginning of status_calc_pc()
int param_bonus[6],param_equip[6]; //Stores card/equipment bonuses.
int subele[ELE_MAX];
int subrace[RC_MAX];
int subrace2[RC_MAX];
int subsize[3];
int reseff[SC_COMMON_MAX-SC_COMMON_MIN+1];
int weapon_coma_ele[ELE_MAX];
int weapon_coma_race[RC_MAX];
int weapon_atk[16];
int weapon_atk_rate[16];
int arrow_addele[ELE_MAX];
int arrow_addrace[RC_MAX];
int arrow_addsize[3];
int magic_addele[ELE_MAX];
int magic_addrace[RC_MAX];
int magic_addsize[3];
int critaddrace[RC_MAX];
int expaddrace[RC_MAX];
int ignore_mdef[RC_MAX];
int itemgrouphealrate[MAX_ITEMGROUP];
short sp_gain_race[RC_MAX];
// zeroed arrays end here.
// zeroed structures start here
struct s_autospell{
short id, lv, rate, card_id, flag;
} autospell[15], autospell2[15];
struct s_addeffect{
short id, rate, arrow_rate;
unsigned char flag;
} addeff[MAX_PC_BONUS], addeff2[MAX_PC_BONUS];
struct { //skillatk raises bonus dmg% of skills, skillheal increases heal%, skillblown increases bonus blewcount for some skills.
unsigned short id;
short val;
} skillatk[MAX_PC_BONUS], skillheal[5], skillblown[MAX_PC_BONUS], skillcast[MAX_PC_BONUS];
struct {
short value;
int rate;
int tick;
} hp_loss, sp_loss, hp_regen, sp_regen;
struct {
short class_, rate;
} add_def[MAX_PC_BONUS], add_mdef[MAX_PC_BONUS],
add_mdmg[MAX_PC_BONUS];
struct s_add_drop {
short id, group;
int race, rate;
} add_drop[MAX_PC_BONUS];
struct {
int nameid;
int rate;
} itemhealrate[MAX_PC_BONUS];
// zeroed structures end here
// manually zeroed structures start here.
struct s_autoscript {
unsigned short rate, flag;
struct script_code *script;
} autoscript[5], autoscript2[5]; //Auto script on attack, when attacked
// manually zeroed structures end here.
// zeroed vars start here.
int arrow_atk,arrow_ele,arrow_cri,arrow_hit;
int nsshealhp,nsshealsp;
int critical_def,double_rate;
int long_attack_atk_rate; //Long range atk rate, not weapon based. [Skotlex]
int near_attack_def_rate,long_attack_def_rate,magic_def_rate,misc_def_rate;
int ignore_mdef_ele;
int ignore_mdef_race;
int perfect_hit;
int perfect_hit_add;
int get_zeny_rate;
int get_zeny_num; //Added Get Zeny Rate [Skotlex]
int double_add_rate;
int short_weapon_damage_return,long_weapon_damage_return;
int magic_damage_return; // AppleGirl Was Here
int random_attack_increase_add,random_attack_increase_per; // [Valaris]
int break_weapon_rate,break_armor_rate;
int crit_atk_rate;
int classchange; // [Valaris]
int speed_add_rate, aspd_add;
unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex]
short splash_range, splash_add_range;
short add_steal_rate;
short sp_gain_value, hp_gain_value;
short sp_vanish_rate;
short sp_vanish_per;
unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest]
unsigned short unbreakable_equip; //100% break resistance on certain equipment
unsigned short unstripable_equip;
// zeroed vars end here.
int castrate,delayrate,hprate,sprate,dsprate;
int atk_rate;
int speed_rate,hprecov_rate,sprecov_rate;
int matk_rate;
int critical_rate,hit_rate,flee_rate,flee2_rate,def_rate,def2_rate,mdef_rate,mdef2_rate;
int itemid;
short itemindex; //Used item's index in sd->inventory [Skotlex]
short catch_target_class; // pet catching, stores a pet class to catch (short now) [zzo]
short spiritball, spiritball_old;
int spirit_timer[MAX_SKILL_LEVEL];
unsigned char potion_success_counter; //Potion successes in row counter
unsigned char mission_count; //Stores the bounty kill count for TK_MISSION
short mission_mobid; //Stores the target mob_id for TK_MISSION
int die_counter; //Total number of times you've died
int devotion[5]; //Stores the char IDs of chars devoted to.
int reg_num; //Number of registries (type numeric)
int regstr_num; //Number of registries (type string)
struct script_reg *reg;
struct script_regstr *regstr;
int trade_partner;
struct {
struct {
short index, amount;
} item[10];
int zeny, weight;
} deal;
int party_invite,party_invite_account;
int guild_invite,guild_invite_account;
int guild_emblem_id,guild_alliance,guild_alliance_account;
short guild_x,guild_y; // For guildmate position display. [Skotlex] should be short [zzo]
int guildspy; // [Syrus22]
int partyspy; // [Syrus22]
int vender_id;
int vend_num;
char message[MESSAGE_SIZE];
struct s_vending vending[MAX_VENDING];
struct pet_data *pd;
struct homun_data *hd; // [blackhole89]
struct{
int m; //-1 - none, other: map index corresponding to map name.
unsigned short index; //map index
}feel_map[3];// 0 - Sun; 1 - Moon; 2 - Stars
short hate_mob[3];
int pvp_timer;
short pvp_point;
unsigned short pvp_rank, pvp_lastusers;
unsigned short pvp_won, pvp_lost;
char eventqueue[MAX_EVENTQUEUE][50];
int eventtimer[MAX_EVENTTIMER];
unsigned short eventcount; // [celest]
unsigned char change_level; // [celest]
char fakename[NAME_LENGTH]; // fake names [Valaris]
int duel_group; // duel vars [LuzZza]
int duel_invite;
char away_message[128]; // [LuzZza]
// Mail System [Zephyrus]
struct {
short nameid;
int index, amount, zeny;
struct mail_data inbox;
} mail;
};
struct {
int members_count;
int invites_count;
int max_players_limit;
} duel_list[MAX_DUEL];
int duel_count;
struct npc_timerevent_list {
int timer,pos;
};
struct npc_label_list {
char name[NAME_LENGTH];
int pos;
};
struct npc_item_list {
unsigned int nameid,value;
};
struct npc_data {
struct block_list bl;
struct unit_data ud; //Because they need to be able to move....
struct view_data *vd;
struct status_change sc; //They can't have status changes, but.. they want the visual opt values.
struct npc_data *master_nd;
short n;
short class_;
short speed;
char name[NAME_LENGTH+1];// display name
char exname[NAME_LENGTH+1];// unique npc name
int chat_id;
unsigned int next_walktime;
void* chatdb; // pointer to a npc_parse struct (see npc_chat.c)
enum npc_subtype subtype;
union {
struct {
struct script_code *script;
short xs,ys; // OnTouch area radius
int guild_id;
int timer,timerid,timeramount,rid;
unsigned int timertick;
struct npc_timerevent_list *timer_event;
int label_list_num;
struct npc_label_list *label_list;
int src_id;
} scr;
struct {
struct npc_item_list* shop_item;
int count;
} shop;
struct {
short xs,ys; // OnTouch area radius
short x,y; // destination coords
unsigned short mapindex; // destination map
} warp;
} u;
};
//For quick linking to a guardian's info. [Skotlex]
struct guardian_data {
int number; //0-MAX_GUARDIANS-1 = Guardians. MAX_GUARDIANS = Emperium.
int guild_id;
int emblem_id;
int guardup_lv; //Level of GD_GUARDUP skill.
char guild_name[NAME_LENGTH];
struct guild_castle* castle;
};
// Mob List Held in memory for Dynamic Mobs [Wizputer]
// Expanded to specify all mob-related spawn data by [Skotlex]
struct spawn_data {
short class_; //Class, used because a mob can change it's class
unsigned short m,x,y; //Spawn information (map, point, spawn-area around point)
signed short xs,ys;
unsigned short num; //Number of mobs using this structure.
unsigned short skip; //Number of mobs to skip when spawning them (for mob_remove_damageed: no)
unsigned int level; //Custom level.
unsigned int delay1,delay2; //Min delay before respawning after spawn/death
struct {
unsigned size :2; //Holds if mob has to be tiny/large
unsigned ai :2; //Holds if mob is special ai.
} state;
char name[NAME_LENGTH],eventname[50]; //Name/event
};
struct mob_data {
struct block_list bl;
struct unit_data ud;
struct view_data *vd;
struct status_data status, *base_status; //Second one is in case of leveling up mobs, or tiny/large mobs.
struct status_change sc;
struct mob_db *db; //For quick data access (saves doing mob_db(md->class_) all the time) [Skotlex]
char name[NAME_LENGTH];
struct {
unsigned size : 2; //Small/Big monsters.
unsigned cached : 1; //Cached mobs for dynamic mob unloading [Skotlex]
unsigned ai : 2; //Special ai for summoned monsters.
//0: Normal mob.
//1: Standard summon, attacks mobs.
//2: Alchemist Marine Sphere
//3: Alchemist Summon Flora
} special_state; //Special mob information that does not needs to be zero'ed on mob respawn.
struct {
unsigned skillstate : 8;
unsigned aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex]
unsigned char steal_flag; //number of steal tries (to prevent steal exploit on mobs with few items) [Lupus]
unsigned steal_coin_flag : 1;
unsigned soul_change_flag : 1; // Celest
unsigned alchemist: 1;
unsigned no_random_walk: 1;
unsigned killer: 1;
unsigned spotted: 1;
unsigned char attacked_count; //For rude attacked.
int provoke_flag; // Celest
} state;
struct guardian_data* guardian_data;
struct {
int id;
unsigned int dmg;
unsigned flag : 1; //0: Normal. 1: Homunc exp
} dmglog[DAMAGELOG_SIZE];
struct spawn_data *spawn; //Spawn data.
struct item *lootitem;
short spawn_n; //Spawn data index on the map server.
short class_;
unsigned int tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex]
int level;
int target_id,attacked_id;
unsigned int next_walktime;
unsigned int last_deadtime,last_spawntime,last_thinktime,last_linktime;
short move_fail_count;
short lootitem_count;
short min_chase;
int deletetimer;
int master_id,master_dist;
struct npc_data *nd;
unsigned short callback_flag;
short skillidx;
unsigned int skilldelay[MAX_MOBSKILL];
char npc_event[50];
};
/* [blackhole89] */
struct homun_data {
struct block_list bl;
struct unit_data ud;
struct view_data *vd;
struct status_data base_status, battle_status;
struct status_change sc;
struct regen_data regen;
struct s_homunculus_db *homunculusDB; //[orn]
struct s_homunculus homunculus ; //[orn]
struct map_session_data *master; //pointer back to its master
int hungry_timer; //[orn]
unsigned int exp_next;
char blockskill[MAX_SKILL]; // [orn]
};
struct pet_data {
struct block_list bl;
struct unit_data ud;
struct view_data vd;
struct s_pet pet;
struct status_data status;
struct mob_db *db;
struct s_pet_db *petDB;
int pet_hungry_timer;
int target_id;
struct {
unsigned skillbonus : 1;
} state;
int move_fail_count;
unsigned int next_walktime,last_thinktime;
short rate_fix; //Support rate as modified by intimacy (1000 = 100%) [Skotlex]
struct pet_recovery { //Stat recovery
unsigned short type; //Status Change id
unsigned short delay; //How long before curing (secs).
int timer;
} *recovery; //[Valaris] / Reimplemented by [Skotlex]
struct pet_bonus {
unsigned short type; //bStr, bVit?
unsigned short val; //Qty
unsigned short duration; //in secs
unsigned short delay; //Time before recasting (secs)
int timer;
} *bonus; //[Valaris] / Reimplemented by [Skotlex]
struct pet_skill_attack { //Attack Skill
unsigned short id;
unsigned short lv;
unsigned short div_; //0 = Normal skill. >0 = Fixed damage (lv), fixed div_.
unsigned short rate; //Base chance of skill ocurrance (10 = 10% of attacks)
unsigned short bonusrate; //How being 100% loyal affects cast rate (10 = At 1000 intimacy->rate+10%
} *a_skill; //[Skotlex]
struct pet_skill_support { //Support Skill
unsigned short id;
unsigned short lv;
unsigned short hp; //Max HP% for skill to trigger (50 -> 50% for Magnificat)
unsigned short sp; //Max SP% for skill to trigger (100 = no check)
unsigned short delay; //Time (secs) between being able to recast.
int timer;
} *s_skill; //[Skotlex]
struct pet_loot {
struct item *item;
unsigned short count;
unsigned short weight;
unsigned short max;
} *loot; //[Valaris] / Rewritten by [Skotlex]
struct map_session_data *msd;
};
struct map_data {
char name[MAP_NAME_LENGTH];
unsigned short index; // The map index used by the mapindex* functions.
unsigned char *gat; // Holds the type of each map cell (NULL if the map is not on this map-server).
unsigned char *cell; // Contains temporary cell data that is set/unset on tiles.
#ifdef CELL_NOSTACK
unsigned char *cell_bl; //Holds amount of bls in any given cell.
#endif
struct block_list **block;
struct block_list **block_mob;
int *block_count,*block_mob_count;
int m;
short xs,ys; // map dimensions (in cells)
short bxs,bys; // map dimensions (in blocks)
int npc_num;
int users;
struct map_flag {
unsigned nomemo : 1;
unsigned noteleport : 1;
unsigned noreturn : 1;
unsigned monster_noteleport : 1;
unsigned nosave : 1;
unsigned nobranch : 1;
unsigned noexppenalty : 1;
unsigned pvp : 1;
unsigned pvp_noparty : 1;
unsigned pvp_noguild : 1;
unsigned pvp_nightmaredrop :1;
unsigned pvp_nocalcrank : 1;
unsigned gvg_castle : 1;
unsigned gvg : 1; // Now it identifies gvg versus maps that are active 24/7
unsigned gvg_dungeon : 1; // Celest
unsigned gvg_noparty : 1;
unsigned nozenypenalty : 1;
unsigned notrade : 1;
unsigned noskill : 1;
unsigned nowarp : 1;
unsigned nowarpto : 1;
unsigned noicewall : 1; // [Valaris]
unsigned snow : 1; // [Valaris]
unsigned clouds : 1;
unsigned clouds2 : 1; // [Valaris]
unsigned fog : 1; // [Valaris]
unsigned fireworks : 1;
unsigned sakura : 1; // [Valaris]
unsigned leaves : 1; // [Valaris]
unsigned rain : 1; // [Valaris]
unsigned indoors : 1; // celest
unsigned nogo : 1; // [Valaris]
unsigned nobaseexp : 1; // [Lorky] added by Lupus
unsigned nojobexp : 1; // [Lorky]
unsigned nomobloot : 1; // [Lorky]
unsigned nomvploot : 1; // [Lorky]
unsigned nightenabled :1; //For night display. [Skotlex]
unsigned restricted : 1; // [Komurka]
unsigned nodrop : 1;
unsigned novending : 1;
unsigned loadevent : 1;
unsigned nochat :1;
unsigned partylock :1;
unsigned guildlock :1;
} flag;
struct point save;
struct npc_data *npc[MAX_NPC_PER_MAP];
struct {
int drop_id;
int drop_type;
int drop_per;
} drop_list[MAX_DROP_PER_MAP];
struct spawn_data *moblist[MAX_MOB_LIST_PER_MAP]; // [Wizputer]
int mob_delete_timer; // [Skotlex]
int zone; // zone number (for item/skill restrictions)
int jexp; // map experience multiplicator
int bexp; // map experience multiplicator
int nocommand; //Blocks @/# commands for non-gms. [Skotlex]
};
/// Stores information about a remote map (for multi-mapserver setups).
/// Beginning of data structure matches 'map_data', to allow typecasting.
struct map_data_other_server {
char name[MAP_NAME_LENGTH];
unsigned short index; //Index is the map index used by the mapindex* functions.
unsigned char *gat; // If this is NULL, the map is not on this map-server
uint32 ip;
uint16 port;
};
struct flooritem_data {
struct block_list bl;
unsigned char subx,suby;
int cleartimer;
int first_get_charid,second_get_charid,third_get_charid;
unsigned int first_get_tick,second_get_tick,third_get_tick;
struct item item_data;
};
struct chat_data {
struct block_list bl; // data for this map object
char title[CHATROOM_TITLE_SIZE]; // room title
char pass[CHATROOM_PASS_SIZE]; // password
bool pub; // private/public flag
uint8 users; // current user count
uint8 limit; // join limit
uint8 trigger; // number of users needed to trigger event
struct map_session_data* usersd[20];
struct block_list* owner;
char npc_event[50];
};
enum _sp {
SP_SPEED,SP_BASEEXP,SP_JOBEXP,SP_KARMA,SP_MANNER,SP_HP,SP_MAXHP,SP_SP, // 0-7
SP_MAXSP,SP_STATUSPOINT,SP_0a,SP_BASELEVEL,SP_SKILLPOINT,SP_STR,SP_AGI,SP_VIT, // 8-15
SP_INT,SP_DEX,SP_LUK,SP_CLASS,SP_ZENY,SP_SEX,SP_NEXTBASEEXP,SP_NEXTJOBEXP, // 16-23
SP_WEIGHT,SP_MAXWEIGHT,SP_1a,SP_1b,SP_1c,SP_1d,SP_1e,SP_1f, // 24-31
SP_USTR,SP_UAGI,SP_UVIT,SP_UINT,SP_UDEX,SP_ULUK,SP_26,SP_27, // 32-39
SP_28,SP_ATK1,SP_ATK2,SP_MATK1,SP_MATK2,SP_DEF1,SP_DEF2,SP_MDEF1, // 40-47
SP_MDEF2,SP_HIT,SP_FLEE1,SP_FLEE2,SP_CRITICAL,SP_ASPD,SP_36,SP_JOBLEVEL, // 48-55
SP_UPPER,SP_PARTNER,SP_CART,SP_FAME,SP_UNBREAKABLE, //56-60
SP_CARTINFO=99, // 99
SP_BASEJOB=119, // 100+19 - celest
SP_BASECLASS=120, //Hmm.. why 100+19? I just use the next one... [Skotlex]
// original 1000-
SP_ATTACKRANGE=1000, SP_ATKELE,SP_DEFELE, // 1000-1002
SP_CASTRATE, SP_MAXHPRATE, SP_MAXSPRATE, SP_SPRATE, // 1003-1006
SP_ADDELE, SP_ADDRACE, SP_ADDSIZE, SP_SUBELE, SP_SUBRACE, // 1007-1011
SP_ADDEFF, SP_RESEFF, // 1012-1013
SP_BASE_ATK,SP_ASPD_RATE,SP_HP_RECOV_RATE,SP_SP_RECOV_RATE,SP_SPEED_RATE, // 1014-1018
SP_CRITICAL_DEF,SP_NEAR_ATK_DEF,SP_LONG_ATK_DEF, // 1019-1021
SP_DOUBLE_RATE, SP_DOUBLE_ADD_RATE, SP_SKILL_HEAL, SP_MATK_RATE, // 1022-1025
SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027
SP_ATK_RATE,SP_SPEED_ADDRATE,SP_SP_REGEN_RATE, // 1028-1030
SP_MAGIC_ATK_DEF,SP_MISC_ATK_DEF, // 1031-1032
SP_IGNORE_MDEF_ELE,SP_IGNORE_MDEF_RACE, // 1033-1034
SP_MAGIC_ADDELE,SP_MAGIC_ADDRACE,SP_MAGIC_ADDSIZE, // 1035-1037
SP_PERFECT_HIT_RATE,SP_PERFECT_HIT_ADD_RATE,SP_CRITICAL_RATE,SP_GET_ZENY_NUM,SP_ADD_GET_ZENY_NUM, // 1038-1042
SP_ADD_DAMAGE_CLASS,SP_ADD_MAGIC_DAMAGE_CLASS,SP_ADD_DEF_CLASS,SP_ADD_MDEF_CLASS, // 1043-1046
SP_ADD_MONSTER_DROP_ITEM,SP_DEF_RATIO_ATK_ELE,SP_DEF_RATIO_ATK_RACE,SP_ADD_SPEED, // 1047-1050
SP_HIT_RATE,SP_FLEE_RATE,SP_FLEE2_RATE,SP_DEF_RATE,SP_DEF2_RATE,SP_MDEF_RATE,SP_MDEF2_RATE, // 1051-1057
SP_SPLASH_RANGE,SP_SPLASH_ADD_RANGE,SP_AUTOSPELL,SP_HP_DRAIN_RATE,SP_SP_DRAIN_RATE, // 1058-1062
SP_SHORT_WEAPON_DAMAGE_RETURN,SP_LONG_WEAPON_DAMAGE_RETURN,SP_WEAPON_COMA_ELE,SP_WEAPON_COMA_RACE, // 1063-1066
SP_ADDEFF2,SP_BREAK_WEAPON_RATE,SP_BREAK_ARMOR_RATE,SP_ADD_STEAL_RATE, // 1067-1070
SP_MAGIC_DAMAGE_RETURN,SP_RANDOM_ATTACK_INCREASE,SP_ALL_STATS,SP_AGI_VIT,SP_AGI_DEX_STR,SP_PERFECT_HIDE, // 1071-1076
SP_NO_KNOCKBACK,SP_CLASSCHANGE, // 1077-1078
SP_HP_DRAIN_VALUE,SP_SP_DRAIN_VALUE, // 1079-1080
SP_WEAPON_ATK,SP_WEAPON_ATK_RATE, // 1081-1082
SP_DELAYRATE,SP_HP_DRAIN_RATE_RACE,SP_SP_DRAIN_RATE_RACE, // 1083-1085
SP_IGNORE_MDEF_RATE, //1086
SP_RESTART_FULL_RECOVER=2000,SP_NO_CASTCANCEL,SP_NO_SIZEFIX,SP_NO_MAGIC_DAMAGE,SP_NO_WEAPON_DAMAGE,SP_NO_GEMSTONE, // 2000-2005
SP_NO_CASTCANCEL2,SP_NO_MISC_DAMAGE,SP_UNBREAKABLE_WEAPON,SP_UNBREAKABLE_ARMOR, SP_UNBREAKABLE_HELM, // 2006-2010
SP_UNBREAKABLE_SHIELD, SP_LONG_ATK_RATE, // 2011-2012
SP_CRIT_ATK_RATE, SP_CRITICAL_ADDRACE, SP_NO_REGEN, SP_ADDEFF_WHENHIT, SP_AUTOSPELL_WHENHIT, // 2013-2017
SP_SKILL_ATK, SP_UNSTRIPABLE, SP_FREE, // 2018-2020
SP_SP_GAIN_VALUE, SP_HP_REGEN_RATE, SP_HP_LOSS_RATE, SP_ADDRACE2, SP_HP_GAIN_VALUE, // 2021-2025
SP_SUBSIZE, SP_HP_DRAIN_VALUE_RACE, SP_ADD_ITEM_HEAL_RATE, SP_SP_DRAIN_VALUE_RACE, SP_EXP_ADDRACE, // 2026-2030
SP_SP_GAIN_RACE, SP_SUBRACE2, SP_FREE2, // 2031-2033
SP_UNSTRIPABLE_WEAPON,SP_UNSTRIPABLE_ARMOR,SP_UNSTRIPABLE_HELM,SP_UNSTRIPABLE_SHIELD, // 2034-2037
SP_INTRAVISION, SP_ADD_MONSTER_DROP_ITEMGROUP, SP_SP_LOSS_RATE, // 2038-2040
SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE //2041
//Before adding new bonuses, reuse the currently free slots:
//2020 (SP_FREE) (previously SP_ADD_DAMAGE_BY_CLASS)
//2033 (SP_FREE2) (previously SP_ADDEFF_WHENHIT_SHORT)
};
enum _look {
LOOK_BASE,
LOOK_HAIR,
LOOK_WEAPON,
LOOK_HEAD_BOTTOM,
LOOK_HEAD_TOP,
LOOK_HEAD_MID,
LOOK_HAIR_COLOR,
LOOK_CLOTHES_COLOR,
LOOK_SHIELD,
LOOK_SHOES
};
// CELLs for non-permanent cell-based effects (Pneuma, Basilica, Npcs, etc)
#define CELL_NPC 0x1
#define CELL_REGEN 0x2
#define CELL_PNEUMA 0x4
#define CELL_SAFETYWALL 0x8
#define CELL_LANDPROTECTOR 0x10
#define CELL_BASILICA 0x20
#define CELL_NOVENDING 0x40
#define CELL_ICEWALL 0x80
/*
* map_getcell()�Ŏg�p�����t���O
*/
typedef enum {
CELL_CHKWALL=0, // ��(�Z���^�C�v1)
CELL_CHKWATER, // ����(�Z���^�C�v3)
CELL_CHKGROUND, // �n�ʏ�Q��(�Z���^�C�v5)
CELL_CHKPASS, // �ʉ߉\(�Z���^�C�v1,5�ȊO)
CELL_CHKREACH, // Same as PASS, but ignores the cell-stacking mod.
CELL_CHKNOPASS, // �ʉߕs��(�Z���^�C�v1,5)
CELL_CHKNOREACH, // Same as NOPASS, but ignores the cell-stacking mod.
CELL_GETTYPE, // �Z���^�C�v��Ԃ�
CELL_GETCELLTYPE,
CELL_CHKNPC=0x10, // �^�b�`�^�C�v��NPC(�Z���^�C�v0x80�t���O)
CELL_CHKREGEN, // cells that improve regeneration
CELL_CHKPNEUMA,
CELL_CHKSAFETYWALL,
CELL_CHKBASILICA, // �o�W���J(�Z���^�C�v0x40�t���O)
CELL_CHKLANDPROTECTOR,
CELL_CHKICEWALL,
CELL_CHKSTACK,
CELL_CHKNOVENDING,
} cell_t;
// map_setcell()�Ŏg�p�����t���O
enum {
CELL_SETNPC=0x10, // �^�b�`�^�C�v��NPC���Z�b�g
CELL_CLRNPC,
CELL_SETBASILICA, // �o�W���J���Z�b�g
CELL_CLRBASILICA, // �o�W���J���N���A
CELL_SETREGEN, // set regen cell
CELL_SETLANDPROTECTOR, //Set/Clear Magnetic Earth
CELL_CLRLANDPROTECTOR,
CELL_SETPNEUMA,
CELL_CLRPNEUMA,
CELL_SETSAFETYWALL,
CELL_CLRSAFETYWALL,
CELL_SETICEWALL,
CELL_CLRICEWALL,
CELL_SETNOVENDING,
CELL_CLRNOVENDING,
};
extern struct map_data map[];
extern int map_num;
extern int autosave_interval;
extern int minsave_interval;
extern int save_settings;
extern int agit_flag;
extern int night_flag; // 0=day, 1=night [Yor]
extern int enable_spy; //Determines if @spy commands are active.
extern char db_path[256];
// gat?֧
int map_getcell(int,int,int,cell_t);
int map_getcellp(struct map_data*,int,int,cell_t);
void map_setcell(int,int,int,int);
extern char motd_txt[];
extern char help_txt[];
extern char help2_txt[];
extern char charhelp_txt[];
extern char wisp_server_name[];
// �I�S�̏��
void map_setusers(int);
int map_getusers(void);
// block�폜�֘A
int map_freeblock(struct block_list *bl);
int map_freeblock_lock(void);
int map_freeblock_unlock(void);
// block�֘A
int map_addblock_sub(struct block_list *, int);
int map_delblock_sub(struct block_list *, int);
#define map_addblock(bl) map_addblock_sub(bl,1)
#define map_delblock(bl) map_delblock_sub(bl,1)
int map_moveblock(struct block_list *, int, int, unsigned int);
int map_foreachinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int type, ...);
int map_foreachinshootrange(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int type, ...);
int map_foreachinarea(int (*func)(struct block_list*,va_list), int m, int x0, int y0, int x1, int y1, int type, ...);
int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int dx, int dy, int type, ...);
int map_foreachincell(int (*func)(struct block_list*,va_list), int m, int x, int y, int type, ...);
int map_foreachinpath(int (*func)(struct block_list*,va_list), int m, int x0, int y0, int x1, int y1, int range, int length, int type, ...);
int map_foreachinmap(int (*func)(struct block_list*,va_list), int m, int type, ...);
int map_countnearpc(int,int,int);
//block�֘A�ɒlj�
int map_count_oncell(int m,int x,int y,int type);
struct skill_unit *map_find_skill_unit_oncell(struct block_list *,int x,int y,int skill_id,struct skill_unit *);
// �ꎞ�Iobject�֘A
int map_addobject(struct block_list *);
int map_delobject(int);
int map_delobjectnofree(int id);
void map_foreachobject(int (*)(struct block_list*,va_list),int,...);
int map_search_freecell(struct block_list *src, int m, short *x, short *y, int rx, int ry, int flag);
//
int map_quit(struct map_session_data *);
void map_quit_ack(struct map_session_data *);
// npc
int map_addnpc(int,struct npc_data *);
// ���A�C�e���֘A
int map_clearflooritem_timer(int,unsigned int,int,int);
int map_removemobs_timer(int,unsigned int,int,int);
#define map_clearflooritem(id) map_clearflooritem_timer(0,0,id,1)
int map_addflooritem(struct item *item_data,int amount,int m,int x,int y,int first_charid,int second_charid,int third_charid,int flags);
// �L����id�����L������ �ϊ��֘A
void map_addnickdb(int charid, const char* nick);
void map_delnickdb(int charid, const char* nick);
void map_reqnickdb(struct map_session_data* sd,int charid);
const char* map_charid2nick(int charid);
struct map_session_data* map_charid2sd(int charid);
struct map_session_data * map_id2sd(int id);
struct mob_data * map_id2md(int id);
struct npc_data * map_id2nd(int id);
struct block_list * map_id2bl(int id);
#define map_id2index(id) map[(id)].index
int map_mapindex2mapid(unsigned short mapindex);
int map_mapname2mapid(const char* name);
int map_mapname2ipport(unsigned short name, uint32* ip, uint16* port);
int map_setipport(unsigned short map, uint32 ip, uint16 port);
int map_eraseipport(unsigned short map, uint32 ip, uint16 port);
int map_eraseallipport(void);
void map_addiddb(struct block_list *);
void map_deliddb(struct block_list *bl);
struct map_session_data** map_getallusers(int *users);
void map_foreachpc(int (*func)(DBKey,void*,va_list),...);
int map_foreachiddb(int (*)(DBKey,void*,va_list),...);
struct map_session_data * map_nick2sd(const char*);
// ���̑�
int map_check_dir(int s_dir,int t_dir);
unsigned char map_calc_dir( struct block_list *src,int x,int y);
int map_random_dir(struct block_list *bl, short *x, short *y); // [Skotlex]
// path.c���
int path_search_real(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int flag,cell_t flag2);
#define path_search(wpd,m,x0,y0,x1,y1,flag) path_search_real(wpd,m,x0,y0,x1,y1,flag,CELL_CHKNOPASS)
#define path_search2(wpd,m,x0,y0,x1,y1,flag) path_search_real(wpd,m,x0,y0,x1,y1,flag,CELL_CHKWALL)
bool path_search_long_real(struct shootpath_data *spd,int m,int x0,int y0,int x1,int y1,cell_t flag);
#define path_search_long(spd,m,x0,y0,x1,y1) path_search_long_real(spd,m,x0,y0,x1,y1,CELL_CHKWALL)
int path_blownpos(int m,int x0,int y0,int dx,int dy,int count);
// distance related functions [Skotlex]
#define check_distance_bl(bl1, bl2, distance) check_distance((bl1)->x - (bl2)->x, (bl1)->y - (bl2)->y, distance)
#define check_distance_blxy(bl, x1, y1, distance) check_distance((bl)->x-(x1), (bl)->y-(y1), distance)
#define check_distance_xy(x0, y0, x1, y1, distance) check_distance((x0)-(x1), (y0)-(y1), distance)
int check_distance(int dx, int dy, int distance);
#define distance_bl(bl1, bl2) distance((bl1)->x - (bl2)->x, (bl1)->y - (bl2)->y)
#define distance_blxy(bl, x1, y1) distance((bl)->x-(x1), (bl)->y-(y1))
#define distance_xy(x0, y0, x1, y1) distance((x0)-(x1), (y0)-(y1))
unsigned int distance(int dx, int dy);
int cleanup_sub(struct block_list *bl, va_list ap);
void map_helpscreen(int flag); // [Valaris]
int map_delmap(char* mapname);
int map_addmobtolist(unsigned short m, struct spawn_data *spawn); // [Wizputer]
void map_spawnmobs(int); // [Wizputer]
void map_removemobs(int); // [Wizputer]
void do_reconnect_map(void); //Invoked on map-char reconnection [Skotlex]
extern char *INTER_CONF_NAME;
extern char *LOG_CONF_NAME;
extern char *MAP_CONF_NAME;
extern char *BATTLE_CONF_FILENAME;
extern char *ATCOMMAND_CONF_FILENAME;
extern char *CHARCOMMAND_CONF_FILENAME;
extern char *SCRIPT_CONF_NAME;
extern char *MSG_CONF_NAME;
extern char *map_server_dns;
//Useful typedefs from jA [Skotlex]
typedef struct map_session_data TBL_PC;
typedef struct npc_data TBL_NPC;
typedef struct mob_data TBL_MOB;
typedef struct flooritem_data TBL_ITEM;
typedef struct chat_data TBL_CHAT;
typedef struct skill_unit TBL_SKILL;
typedef struct pet_data TBL_PET;
typedef struct homun_data TBL_HOM;
#define BL_CAST(type_, bl , dest) \
(((bl) == NULL || (bl)->type != type_) ? ((dest) = NULL, 0) : ((dest) = (T ## type_ *)(bl), 1))
extern int lowest_gm_level;
extern char main_chat_nick[16];
#ifndef TXT_ONLY
#include "../common/sql.h"
extern int db_use_sqldbs;
extern Sql* mmysql_handle;
extern Sql* logmysql_handle;
extern char item_db_db[32];
extern char item_db2_db[32];
extern char mob_db_db[32];
extern char mob_db2_db[32];
extern char char_db[32];
#endif /* not TXT_ONLY */
#endif /* _MAP_H_ */