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-rw-r--r--src/map/map.h2982
1 files changed, 1491 insertions, 1491 deletions
diff --git a/src/map/map.h b/src/map/map.h
index 0cb147e83..2f61a07d5 100644
--- a/src/map/map.h
+++ b/src/map/map.h
@@ -1,1491 +1,1491 @@
-// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-
-#ifndef _MAP_H_
-#define _MAP_H_
-
-#include <stdarg.h>
-#include "../common/mmo.h"
-#include "../common/mapindex.h"
-#include "../common/db.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_PC_CLASS 4050
-#define PC_CLASS_BASE 0
-#define PC_CLASS_BASE2 (PC_CLASS_BASE + 4001)
-#define PC_CLASS_BASE3 (PC_CLASS_BASE2 + 22)
-#define MAX_NPC_PER_MAP 512
-#define BLOCK_SIZE 8
-#define AREA_SIZE battle_config.area_size
-#define LIFETIME_FLOORITEM 60
-#define DAMAGELOG_SIZE 30
-#define LOOTITEM_SIZE 10
-#define MAX_STATUSCHANGE 250
-//Quick defines to know which are the min-max common ailments. [Skotlex]
-//Because of the way the headers are included.. these must be replaced for actual values.
-//Remember to update as needed! Min is SC_STONE and max is SC_DPOISON currently.
-#define SC_COMMON_MIN 0
-#define SC_COMMON_MAX 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 1000
-#define MAX_WALKPATH 32
-#define MAX_DROP_PER_MAP 48
-#define MAX_IGNORE_LIST 80
-#define MAX_VENDING 12
-#define MOBID_EMPERIUM 1288
-
-#define MAX_PC_BONUS 10
-//Designed for search functions, species max number of matches to display.
-#define MAX_SEARCH 5
-#define MAX_DUEL 1024
-
-#define map_id2index(id) map[(id)].index
-
-//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, // [Valaris]
-//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,
-};
-
-//Don't change this, as the client seems to always send/receive 80 characters as it currently is. [Skotlex]
-#define MESSAGE_SIZE 80
-
-#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)
-//Caps values to min/max
-#define cap_value(a, min, max) (a>=max?max:a<=min?min:a)
-
-//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_NUL = 0x000,
- BL_PC = 0x001,
- BL_MOB = 0x002,
- BL_PET = 0x004,
- BL_HOM = 0x008, //[blackhole89]
- 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 { WARP, SHOP, SCRIPT, MONS };
-
-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 {
- IG_BLUEBOX=1,
- IG_VIOLETBOX, //2
- IG_CARDALBUM, //3
- IG_GIFTBOX, //4
- IG_SCROLLBOX, //5
- IG_FINDINGORE, //6
- IG_COOKIEBAG, //7
- IG_POTION, //8
- IG_HERBS, //9
- IG_FRUITS, //10
- IG_MEAT, //11
- IG_CANDY, //12
- IG_JUICE, //13
- IG_FISH, //14
- IG_BOXES, //15
- IG_GEMSTONE, //16
- IG_JELLOPY, //17
- IG_ORE, //18
- IG_FOOD, //19
- IG_RECOVERY, //20
- IG_MINERALS, //21
- IG_TAMING, //22
- IG_SCROLLS, //23
- IG_QUIVERS, //24
- IG_MASKS, //25
- IG_ACCESORY, //26
- IG_JEWELS, //27
- IG_GIFTBOX_1, //28
- IG_GIFTBOX_2, //29
- IG_GIFTBOX_3, //30
- IG_GIFTBOX_4, //31
- IG_EGGBOY, //32
- IG_EGGGIRL, //33
- IG_GIFTBOXCHINA, //34
- IG_LOTTOBOX, //35
- MAX_ITEMGROUP,
-} item_group_list;
-
-enum {
- ATF_SELF=0x01,
- ATF_TARGET=0x02,
- ATF_SHORT=0x04,
- ATF_LONG=0x08
-} auto_trigger_flag;
-
-struct block_list {
- struct block_list *next,*prev;
- int id;
- short m,x,y;
- unsigned char type;
- unsigned char subtype;
-};
-
-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;
- 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;
-
- int 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 into_abyss : 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;
- unsigned char 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;
- } 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. Only players have a lhw (hence it's a pointer)
-};
-
-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 {
- struct status_change_entry data[MAX_STATUSCHANGE];
- short count;
- unsigned short opt1,opt2;
- unsigned int opt3, option; //Note that older packet versions use short here.
-};
-
-struct vending {
- short index;
- unsigned 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 malloc_set 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];
-
- short ignore_def_mob;
- struct drain_data {
- short rate;
- short per;
- short value;
- unsigned type:1;
- } hp_drain[RC_MAX], sp_drain[RC_MAX];
-
- short add_damage_classid[MAX_PC_BONUS];
- int add_damage_classrate[MAX_PC_BONUS];
- int add_damage_class_count;
-};
-
-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];
- unsigned char itemc; //For item distribution.
- 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;
-
-struct map_session_data {
- struct block_list bl;
- struct unit_data ud;
- struct view_data vd;
- struct status_data base_status, battle_status;
- struct weapon_atk base_lhw, battle_lhw; //Left-hand weapon atk data.
- 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;
- 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_flag : 4;
- // originally by Qamera, adapted by celest
- unsigned event_death : 1;
- unsigned event_kill_pc : 1;
- unsigned event_disconnect : 1;
- unsigned event_kill_mob : 1;
- unsigned event_baselvup : 1;
- unsigned event_joblvup : 1;
- unsigned event_loadmap : 1;
- // Abracadabra bugfix by Aru
- unsigned abra_flag : 1;
- 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 allowing to see Hiding/Cloaking people [DracoRPG]
- unsigned perfect_hiding : 1; // [Valaris]
- } 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];
- short equip_index[11];
- unsigned int weight,max_weight;
- int cart_weight,cart_max_weight,cart_num,cart_max_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, max_menu;
- int npc_amount;
- struct script_state *st;
- char npc_str[256];
- 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_lv;
-
- int invincible_timer;
- unsigned int canlog_tick;
- unsigned int canuseitem_tick; // [Skotlex]
- unsigned int cantalk_tick;
-
- 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 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;
- } autospell[MAX_PC_BONUS], autospell2[MAX_PC_BONUS];
- 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, skillblown increases bonus blewcount for some skills.
- short id, val;
- } skillatk[MAX_PC_BONUS], skillblown[MAX_PC_BONUS];
- struct {
- short class_, rate;
- } add_def[MAX_PC_BONUS], add_mdef[MAX_PC_BONUS],
- add_dmg[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
- // 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 hp_loss_rate;
- int sp_loss_rate;
- int classchange; // [Valaris]
- int speed_add_rate, aspd_add_rate;
- 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 hp_loss_value;
- short sp_loss_value;
- short hp_loss_type;
- short sp_gain_value, hp_gain_value;
- short sp_vanish_rate;
- short sp_vanish_per;
- short add_drop_count;
- unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest]
- unsigned short unbreakable_equip; //100% break resistance on certain equipment
- unsigned short unstripable_equip;
- short add_def_count,add_mdef_count;
- short add_dmg_count,add_mdmg_count;
-
- // 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 hp_loss_tick;
- int sp_loss_tick;
-
- 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 {
- int 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 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];
-
- unsigned 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]
-
-#ifndef TXT_ONLY
- int mail_counter; // mail counter for mail system [Valaris]
-#endif
-
- int duel_group; // duel vars [LuzZza]
- int duel_invite;
-
- char away_message[128]; // [LuzZza]
-
-};
-
-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.
- short n;
- short class_;
- short speed;
- unsigned char name[NAME_LENGTH];
- unsigned char exname[NAME_LENGTH];
- int chat_id;
- unsigned int next_walktime;
-
- char eventqueue[MAX_EVENTQUEUE][50];
- int eventtimer[MAX_EVENTTIMER];
- short arenaflag;
-
- void *chatdb;
- struct npc_data *master_nd;
-
- union {
- struct {
- struct script_code *script;
- short xs,ys;
- 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 npc_item_list shop_item[1];
- struct {
- short xs,ys;
- short x,y;
- unsigned short mapindex;
- } warp;
- } u;
- //Do NOT place anything afterwards... shop data NPC will override any variables from here and on! [Skotlex]
-};
-
-//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 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;
- int provoke_flag; // Celest
- } state;
- struct guardian_data* guardian_data;
- struct {
- int id;
- 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_;
- short attacked_count;
- unsigned char attacked_players;
- 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 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 pet_db *petDB;
- int pet_hungry_timer;
- int target_id;
- short n;
- 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;
-};
-
-enum { ATK_LUCKY=1,ATK_FLEE,ATK_DEF}; // 囲まれペナルティ計算用
-
-struct map_data {
- char name[MAP_NAME_LENGTH];
- unsigned short index; //Index is the map index used by the mapindex* functions.
- unsigned char *gat; // NULLなら下のmap_data_other_serverとして扱う
- 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
- char *alias; // [MouseJstr]
- struct block_list **block;
- struct block_list **block_mob;
- int *block_count,*block_mob_count;
- int m;
- short xs,ys;
- short bxs,bys;
- int water_height;
- int npc_num;
- int users;
- struct {
- unsigned alias : 1;
- 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; // [Komurka]
- int jexp; // map experience multiplicator
- int bexp; // map experience multiplicator
- int nocommand; //Blocks @/# commands for non-gms. [Skotlex]
-};
-
-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; // NULL固定にして判断
- unsigned long ip;
- unsigned int port;
-};
-
-struct flooritem_data {
- struct block_list bl;
- unsigned char subx,suby;
- int cleartimer;
- int first_get_id,second_get_id,third_get_id;
- unsigned int first_get_tick,second_get_tick,third_get_tick;
- struct item item_data;
-};
-
-enum {
- 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_MATK, SP_MATK_RATE, // 1022-1025
- SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027
- SP_ATK_RATE,SP_SPEED_ADDRATE,SP_ASPD_ADDRATE, // 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_FREE,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_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_ADD_DAMAGE_BY_CLASS, // 2018-2020
- SP_SP_GAIN_VALUE, SP_IGNORE_DEF_MOB, 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_ADDEFF_WHENHIT_SHORT, // 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 another, note that
- //1077 (SP_FREE, previously disguise),
- //are available!
-};
-
-enum {
- 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_ICEWALL 0x80
-/*
- * map_getcell()で使用されるフラグ
- */
-typedef enum {
- CELL_CHKWALL=0, // 壁(セルタイプ1)
- CELL_CHKWATER, // 水場(セルタイプ3)
- CELL_CHKGROUND, // 地面障害物(セルタイプ5)
- CELL_CHKPASS, // 通過可能(セルタイプ1,5以外)
- CELL_CHKREACH, // Same as PASS, but ignores the cell-stacking mod.
- CELL_CHKNOPASS, // 通過不可(セルタイプ1,5)
- CELL_CHKNOREACH, // Same as NOPASS, but ignores the cell-stacking mod.
- CELL_GETTYPE, // セルタイプを返す
- CELL_GETCELLTYPE,
- CELL_CHKNPC=0x10, // タッチタイプのNPC(セルタイプ0x80フラグ)
- CELL_CHKREGEN, // cells that improve regeneration
- CELL_CHKPNEUMA,
- CELL_CHKSAFETYWALL,
- CELL_CHKBASILICA, // バジリカ(セルタイプ0x40フラグ)
- CELL_CHKLANDPROTECTOR,
- CELL_CHKICEWALL,
- CELL_CHKSTACK,
-} cell_t;
-// map_setcell()で使用されるフラグ
-enum {
- CELL_SETNPC=0x10, // タッチタイプのNPCをセット
- CELL_CLRNPC,
- CELL_SETBASILICA, // バジリカをセット
- CELL_CLRBASILICA, // バジリカをクリア
- 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,
-};
-
-struct chat_data {
- struct block_list bl;
-
- unsigned char pass[8]; /* password */
- unsigned char title[61]; /* room title MAX 60 */
- unsigned char limit; /* join limit */
- unsigned char trigger;
- unsigned char users; /* current users */
- unsigned char pub; /* room attribute */
- struct map_session_data *usersd[20];
- struct block_list *owner_;
- struct block_list **owner;
- char npc_event[50];
-};
-
-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?ヨァ
-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 int map_read_flag; // 0: grfォユォ。ォ、ォ・1: ォュォ罩テォキォ・2: ォュォ罩テォキォ・?)
-enum {
- READ_FROM_GAT, READ_FROM_AFM,
- READ_FROM_BITMAP, CREATE_BITMAP,
- READ_FROM_BITMAP_COMPRESSED, CREATE_BITMAP_COMPRESSED
-};
-
-extern char motd_txt[];
-extern char help_txt[];
-extern char help2_txt[];
-extern char charhelp_txt[];
-
-extern char talkie_mes[];
-
-extern char wisp_server_name[];
-
-// 鯖全体情報
-void map_setusers(int);
-int map_getusers(void);
-// block削除関連
-int map_freeblock(struct block_list *bl);
-int map_freeblock_lock(void);
-//int map_freeblock_unlock(void);
-int map_freeblock_unlock_sub (char *file, int lineno);
-#define map_freeblock_unlock() map_freeblock_unlock_sub (__FILE__, __LINE__)
-// block関連
-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 (*)(struct block_list*,va_list),struct block_list *,int,int,...);
-int map_foreachinshootrange(int (*)(struct block_list*,va_list),struct block_list *,int,int,...);
-int map_foreachinarea(int (*)(struct block_list*,va_list),int,int,int,int,int,int,...);
-// -- moonsoul (added map_foreachincell)
-int map_foreachincell(int (*)(struct block_list*,va_list),int,int,int,int,...);
-int map_foreachinmovearea(int (*)(struct block_list*,va_list),int,int,int,int,int,int,int,int,...);
-int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y0,int x1,int y1,int range,int type,...); // Celest
-int map_foreachinmap(int (*)(struct block_list*,va_list),int,int,...);
-int map_countnearpc(int,int,int);
-//block関連に追加
-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 *);
-// 一時的object関連
-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 *);
-
-// 床アイテム関連
-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 *,int,int,int,int,struct map_session_data *,struct map_session_data *,struct map_session_data *,int);
-
-// キャラid=>キャラ名 変換関連
-void map_addchariddb(int charid,char *name);
-void map_delchariddb(int charid);
-int map_reqchariddb(struct map_session_data * sd,int charid);
-char * map_charid2nick(int);
-struct map_session_data * map_charid2sd(int);
-
-struct map_session_data * map_id2sd(int);
-struct block_list * map_id2bl(int);
-int map_mapindex2mapid(unsigned short mapindex);
-int map_mapname2mapid(char*);
-int map_mapname2ipport(unsigned short,int*,int*);
-int map_setipport(unsigned short map,unsigned long ip,int port);
-int map_eraseipport(unsigned short map,unsigned long ip,int 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),...);
-void map_addnickdb(struct map_session_data *);
-struct map_session_data * map_nick2sd(char*);
-int compare_item(struct item *a, struct item *b);
-
-// その他
-int map_check_dir(int s_dir,int t_dir);
-int map_calc_dir( struct block_list *src,int x,int y);
-int map_random_dir(struct block_list *bl, short *x, short *y); // [Skotlex]
-
-// Water functions...
-//
-int map_setwaterheight(int m, char *mapname, int height);
-int map_waterheight(char *mapname);
-
-// path.cより
-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)
-
-int 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]
-
-//Added for own save method
-int charsql_db_init(int method);
-
-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 *GRF_PATH_FILENAME;
-
-
-extern int charsave_method; //needed ..
-extern char *map_server_dns;
-
-#ifndef TXT_ONLY
-
-// MySQL
-#ifdef __WIN32
-#include <my_global.h>
-#include <my_sys.h>
-#endif
-#include <mysql.h>
-
-extern char tmp_sql[65535];
-
-extern int db_use_sqldbs;
-extern MYSQL mmysql_handle;
-extern MYSQL_RES* sql_res ;
-extern MYSQL_ROW sql_row ;
-
-extern MYSQL charsql_handle;
-extern MYSQL_RES* charsql_res;
-extern MYSQL_ROW charsql_row;
-
-extern MYSQL logmysql_handle;
-extern MYSQL_RES* logsql_res ;
-extern MYSQL_ROW logsql_row ;
-
-extern int mail_server_enable;
-extern MYSQL mail_handle;
-extern MYSQL_RES* mail_res ;
-extern MYSQL_ROW mail_row ;
-
-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];
-extern char mail_db[32];
-
-#endif /* not TXT_ONLY */
-//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];
-
-#endif
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#ifndef _MAP_H_
+#define _MAP_H_
+
+#include <stdarg.h>
+#include "../common/mmo.h"
+#include "../common/mapindex.h"
+#include "../common/db.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_PC_CLASS 4050
+#define PC_CLASS_BASE 0
+#define PC_CLASS_BASE2 (PC_CLASS_BASE + 4001)
+#define PC_CLASS_BASE3 (PC_CLASS_BASE2 + 22)
+#define MAX_NPC_PER_MAP 512
+#define BLOCK_SIZE 8
+#define AREA_SIZE battle_config.area_size
+#define LIFETIME_FLOORITEM 60
+#define DAMAGELOG_SIZE 30
+#define LOOTITEM_SIZE 10
+#define MAX_STATUSCHANGE 250
+//Quick defines to know which are the min-max common ailments. [Skotlex]
+//Because of the way the headers are included.. these must be replaced for actual values.
+//Remember to update as needed! Min is SC_STONE and max is SC_DPOISON currently.
+#define SC_COMMON_MIN 0
+#define SC_COMMON_MAX 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 1000
+#define MAX_WALKPATH 32
+#define MAX_DROP_PER_MAP 48
+#define MAX_IGNORE_LIST 80
+#define MAX_VENDING 12
+#define MOBID_EMPERIUM 1288
+
+#define MAX_PC_BONUS 10
+//Designed for search functions, species max number of matches to display.
+#define MAX_SEARCH 5
+#define MAX_DUEL 1024
+
+#define map_id2index(id) map[(id)].index
+
+//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, // [Valaris]
+//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,
+};
+
+//Don't change this, as the client seems to always send/receive 80 characters as it currently is. [Skotlex]
+#define MESSAGE_SIZE 80
+
+#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)
+//Caps values to min/max
+#define cap_value(a, min, max) (a>=max?max:a<=min?min:a)
+
+//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_NUL = 0x000,
+ BL_PC = 0x001,
+ BL_MOB = 0x002,
+ BL_PET = 0x004,
+ BL_HOM = 0x008, //[blackhole89]
+ 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 { WARP, SHOP, SCRIPT, MONS };
+
+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 {
+ IG_BLUEBOX=1,
+ IG_VIOLETBOX, //2
+ IG_CARDALBUM, //3
+ IG_GIFTBOX, //4
+ IG_SCROLLBOX, //5
+ IG_FINDINGORE, //6
+ IG_COOKIEBAG, //7
+ IG_POTION, //8
+ IG_HERBS, //9
+ IG_FRUITS, //10
+ IG_MEAT, //11
+ IG_CANDY, //12
+ IG_JUICE, //13
+ IG_FISH, //14
+ IG_BOXES, //15
+ IG_GEMSTONE, //16
+ IG_JELLOPY, //17
+ IG_ORE, //18
+ IG_FOOD, //19
+ IG_RECOVERY, //20
+ IG_MINERALS, //21
+ IG_TAMING, //22
+ IG_SCROLLS, //23
+ IG_QUIVERS, //24
+ IG_MASKS, //25
+ IG_ACCESORY, //26
+ IG_JEWELS, //27
+ IG_GIFTBOX_1, //28
+ IG_GIFTBOX_2, //29
+ IG_GIFTBOX_3, //30
+ IG_GIFTBOX_4, //31
+ IG_EGGBOY, //32
+ IG_EGGGIRL, //33
+ IG_GIFTBOXCHINA, //34
+ IG_LOTTOBOX, //35
+ MAX_ITEMGROUP,
+} item_group_list;
+
+enum {
+ ATF_SELF=0x01,
+ ATF_TARGET=0x02,
+ ATF_SHORT=0x04,
+ ATF_LONG=0x08
+} auto_trigger_flag;
+
+struct block_list {
+ struct block_list *next,*prev;
+ int id;
+ short m,x,y;
+ unsigned char type;
+ unsigned char subtype;
+};
+
+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;
+ 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;
+
+ int 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 into_abyss : 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;
+ unsigned char 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;
+ } 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. Only players have a lhw (hence it's a pointer)
+};
+
+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 {
+ struct status_change_entry data[MAX_STATUSCHANGE];
+ short count;
+ unsigned short opt1,opt2;
+ unsigned int opt3, option; //Note that older packet versions use short here.
+};
+
+struct vending {
+ short index;
+ unsigned 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 malloc_set 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];
+
+ short ignore_def_mob;
+ struct drain_data {
+ short rate;
+ short per;
+ short value;
+ unsigned type:1;
+ } hp_drain[RC_MAX], sp_drain[RC_MAX];
+
+ short add_damage_classid[MAX_PC_BONUS];
+ int add_damage_classrate[MAX_PC_BONUS];
+ int add_damage_class_count;
+};
+
+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];
+ unsigned char itemc; //For item distribution.
+ 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;
+
+struct map_session_data {
+ struct block_list bl;
+ struct unit_data ud;
+ struct view_data vd;
+ struct status_data base_status, battle_status;
+ struct weapon_atk base_lhw, battle_lhw; //Left-hand weapon atk data.
+ 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;
+ 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_flag : 4;
+ // originally by Qamera, adapted by celest
+ unsigned event_death : 1;
+ unsigned event_kill_pc : 1;
+ unsigned event_disconnect : 1;
+ unsigned event_kill_mob : 1;
+ unsigned event_baselvup : 1;
+ unsigned event_joblvup : 1;
+ unsigned event_loadmap : 1;
+ // Abracadabra bugfix by Aru
+ unsigned abra_flag : 1;
+ 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 allowing to see Hiding/Cloaking people [DracoRPG]
+ unsigned perfect_hiding : 1; // [Valaris]
+ } 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];
+ short equip_index[11];
+ unsigned int weight,max_weight;
+ int cart_weight,cart_max_weight,cart_num,cart_max_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, max_menu;
+ int npc_amount;
+ struct script_state *st;
+ char npc_str[256];
+ 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_lv;
+
+ int invincible_timer;
+ unsigned int canlog_tick;
+ unsigned int canuseitem_tick; // [Skotlex]
+ unsigned int cantalk_tick;
+
+ 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 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;
+ } autospell[MAX_PC_BONUS], autospell2[MAX_PC_BONUS];
+ 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, skillblown increases bonus blewcount for some skills.
+ short id, val;
+ } skillatk[MAX_PC_BONUS], skillblown[MAX_PC_BONUS];
+ struct {
+ short class_, rate;
+ } add_def[MAX_PC_BONUS], add_mdef[MAX_PC_BONUS],
+ add_dmg[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
+ // 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 hp_loss_rate;
+ int sp_loss_rate;
+ int classchange; // [Valaris]
+ int speed_add_rate, aspd_add_rate;
+ 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 hp_loss_value;
+ short sp_loss_value;
+ short hp_loss_type;
+ short sp_gain_value, hp_gain_value;
+ short sp_vanish_rate;
+ short sp_vanish_per;
+ short add_drop_count;
+ unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest]
+ unsigned short unbreakable_equip; //100% break resistance on certain equipment
+ unsigned short unstripable_equip;
+ short add_def_count,add_mdef_count;
+ short add_dmg_count,add_mdmg_count;
+
+ // 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 hp_loss_tick;
+ int sp_loss_tick;
+
+ 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 {
+ int 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 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];
+
+ unsigned 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]
+
+#ifndef TXT_ONLY
+ int mail_counter; // mail counter for mail system [Valaris]
+#endif
+
+ int duel_group; // duel vars [LuzZza]
+ int duel_invite;
+
+ char away_message[128]; // [LuzZza]
+
+};
+
+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.
+ short n;
+ short class_;
+ short speed;
+ unsigned char name[NAME_LENGTH];
+ unsigned char exname[NAME_LENGTH];
+ int chat_id;
+ unsigned int next_walktime;
+
+ char eventqueue[MAX_EVENTQUEUE][50];
+ int eventtimer[MAX_EVENTTIMER];
+ short arenaflag;
+
+ void *chatdb;
+ struct npc_data *master_nd;
+
+ union {
+ struct {
+ struct script_code *script;
+ short xs,ys;
+ 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 npc_item_list shop_item[1];
+ struct {
+ short xs,ys;
+ short x,y;
+ unsigned short mapindex;
+ } warp;
+ } u;
+ //Do NOT place anything afterwards... shop data NPC will override any variables from here and on! [Skotlex]
+};
+
+//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 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;
+ int provoke_flag; // Celest
+ } state;
+ struct guardian_data* guardian_data;
+ struct {
+ int id;
+ 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_;
+ short attacked_count;
+ unsigned char attacked_players;
+ 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 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 pet_db *petDB;
+ int pet_hungry_timer;
+ int target_id;
+ short n;
+ 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;
+};
+
+enum { ATK_LUCKY=1,ATK_FLEE,ATK_DEF}; // 囲まれペナルティ計算用
+
+struct map_data {
+ char name[MAP_NAME_LENGTH];
+ unsigned short index; //Index is the map index used by the mapindex* functions.
+ unsigned char *gat; // NULLなら下のmap_data_other_serverとして扱う
+ 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
+ char *alias; // [MouseJstr]
+ struct block_list **block;
+ struct block_list **block_mob;
+ int *block_count,*block_mob_count;
+ int m;
+ short xs,ys;
+ short bxs,bys;
+ int water_height;
+ int npc_num;
+ int users;
+ struct {
+ unsigned alias : 1;
+ 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; // [Komurka]
+ int jexp; // map experience multiplicator
+ int bexp; // map experience multiplicator
+ int nocommand; //Blocks @/# commands for non-gms. [Skotlex]
+};
+
+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; // NULL固定にして判断
+ unsigned long ip;
+ unsigned int port;
+};
+
+struct flooritem_data {
+ struct block_list bl;
+ unsigned char subx,suby;
+ int cleartimer;
+ int first_get_id,second_get_id,third_get_id;
+ unsigned int first_get_tick,second_get_tick,third_get_tick;
+ struct item item_data;
+};
+
+enum {
+ 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_MATK, SP_MATK_RATE, // 1022-1025
+ SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027
+ SP_ATK_RATE,SP_SPEED_ADDRATE,SP_ASPD_ADDRATE, // 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_FREE,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_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_ADD_DAMAGE_BY_CLASS, // 2018-2020
+ SP_SP_GAIN_VALUE, SP_IGNORE_DEF_MOB, 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_ADDEFF_WHENHIT_SHORT, // 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 another, note that
+ //1077 (SP_FREE, previously disguise),
+ //are available!
+};
+
+enum {
+ 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_ICEWALL 0x80
+/*
+ * map_getcell()で使用されるフラグ
+ */
+typedef enum {
+ CELL_CHKWALL=0, // 壁(セルタイプ1)
+ CELL_CHKWATER, // 水場(セルタイプ3)
+ CELL_CHKGROUND, // 地面障害物(セルタイプ5)
+ CELL_CHKPASS, // 通過可能(セルタイプ1,5以外)
+ CELL_CHKREACH, // Same as PASS, but ignores the cell-stacking mod.
+ CELL_CHKNOPASS, // 通過不可(セルタイプ1,5)
+ CELL_CHKNOREACH, // Same as NOPASS, but ignores the cell-stacking mod.
+ CELL_GETTYPE, // セルタイプを返す
+ CELL_GETCELLTYPE,
+ CELL_CHKNPC=0x10, // タッチタイプのNPC(セルタイプ0x80フラグ)
+ CELL_CHKREGEN, // cells that improve regeneration
+ CELL_CHKPNEUMA,
+ CELL_CHKSAFETYWALL,
+ CELL_CHKBASILICA, // バジリカ(セルタイプ0x40フラグ)
+ CELL_CHKLANDPROTECTOR,
+ CELL_CHKICEWALL,
+ CELL_CHKSTACK,
+} cell_t;
+// map_setcell()で使用されるフラグ
+enum {
+ CELL_SETNPC=0x10, // タッチタイプのNPCをセット
+ CELL_CLRNPC,
+ CELL_SETBASILICA, // バジリカをセット
+ CELL_CLRBASILICA, // バジリカをクリア
+ 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,
+};
+
+struct chat_data {
+ struct block_list bl;
+
+ unsigned char pass[8]; /* password */
+ unsigned char title[61]; /* room title MAX 60 */
+ unsigned char limit; /* join limit */
+ unsigned char trigger;
+ unsigned char users; /* current users */
+ unsigned char pub; /* room attribute */
+ struct map_session_data *usersd[20];
+ struct block_list *owner_;
+ struct block_list **owner;
+ char npc_event[50];
+};
+
+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?ヨァ
+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 int map_read_flag; // 0: grfォユォ。ォ、ォ・1: ォュォ罩テォキォ・2: ォュォ罩テォキォ・?)
+enum {
+ READ_FROM_GAT, READ_FROM_AFM,
+ READ_FROM_BITMAP, CREATE_BITMAP,
+ READ_FROM_BITMAP_COMPRESSED, CREATE_BITMAP_COMPRESSED
+};
+
+extern char motd_txt[];
+extern char help_txt[];
+extern char help2_txt[];
+extern char charhelp_txt[];
+
+extern char talkie_mes[];
+
+extern char wisp_server_name[];
+
+// 鯖全体情報
+void map_setusers(int);
+int map_getusers(void);
+// block削除関連
+int map_freeblock(struct block_list *bl);
+int map_freeblock_lock(void);
+//int map_freeblock_unlock(void);
+int map_freeblock_unlock_sub (char *file, int lineno);
+#define map_freeblock_unlock() map_freeblock_unlock_sub (__FILE__, __LINE__)
+// block関連
+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 (*)(struct block_list*,va_list),struct block_list *,int,int,...);
+int map_foreachinshootrange(int (*)(struct block_list*,va_list),struct block_list *,int,int,...);
+int map_foreachinarea(int (*)(struct block_list*,va_list),int,int,int,int,int,int,...);
+// -- moonsoul (added map_foreachincell)
+int map_foreachincell(int (*)(struct block_list*,va_list),int,int,int,int,...);
+int map_foreachinmovearea(int (*)(struct block_list*,va_list),int,int,int,int,int,int,int,int,...);
+int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y0,int x1,int y1,int range,int type,...); // Celest
+int map_foreachinmap(int (*)(struct block_list*,va_list),int,int,...);
+int map_countnearpc(int,int,int);
+//block関連に追加
+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 *);
+// 一時的object関連
+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 *);
+
+// 床アイテム関連
+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 *,int,int,int,int,struct map_session_data *,struct map_session_data *,struct map_session_data *,int);
+
+// キャラid=>キャラ名 変換関連
+void map_addchariddb(int charid,char *name);
+void map_delchariddb(int charid);
+int map_reqchariddb(struct map_session_data * sd,int charid);
+char * map_charid2nick(int);
+struct map_session_data * map_charid2sd(int);
+
+struct map_session_data * map_id2sd(int);
+struct block_list * map_id2bl(int);
+int map_mapindex2mapid(unsigned short mapindex);
+int map_mapname2mapid(char*);
+int map_mapname2ipport(unsigned short,int*,int*);
+int map_setipport(unsigned short map,unsigned long ip,int port);
+int map_eraseipport(unsigned short map,unsigned long ip,int 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),...);
+void map_addnickdb(struct map_session_data *);
+struct map_session_data * map_nick2sd(char*);
+int compare_item(struct item *a, struct item *b);
+
+// その他
+int map_check_dir(int s_dir,int t_dir);
+int map_calc_dir( struct block_list *src,int x,int y);
+int map_random_dir(struct block_list *bl, short *x, short *y); // [Skotlex]
+
+// Water functions...
+//
+int map_setwaterheight(int m, char *mapname, int height);
+int map_waterheight(char *mapname);
+
+// path.cより
+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)
+
+int 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]
+
+//Added for own save method
+int charsql_db_init(int method);
+
+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 *GRF_PATH_FILENAME;
+
+
+extern int charsave_method; //needed ..
+extern char *map_server_dns;
+
+#ifndef TXT_ONLY
+
+// MySQL
+#ifdef __WIN32
+#include <my_global.h>
+#include <my_sys.h>
+#endif
+#include <mysql.h>
+
+extern char tmp_sql[65535];
+
+extern int db_use_sqldbs;
+extern MYSQL mmysql_handle;
+extern MYSQL_RES* sql_res ;
+extern MYSQL_ROW sql_row ;
+
+extern MYSQL charsql_handle;
+extern MYSQL_RES* charsql_res;
+extern MYSQL_ROW charsql_row;
+
+extern MYSQL logmysql_handle;
+extern MYSQL_RES* logsql_res ;
+extern MYSQL_ROW logsql_row ;
+
+extern int mail_server_enable;
+extern MYSQL mail_handle;
+extern MYSQL_RES* mail_res ;
+extern MYSQL_ROW mail_row ;
+
+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];
+extern char mail_db[32];
+
+#endif /* not TXT_ONLY */
+//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];
+
+#endif