// 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 #include "../common/mmo.h" #include "../common/mapindex.h" #include "../common/db.h" //Uncomment to enable the Cell Stack Limit mod. (EXPERIMENTAL) //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 #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 32 #define MAX_MOBSKILLUNITGROUP 8 #define MAX_SKILLUNITGROUPTICKSET 32 #define MAX_SKILLTIMERSKILL 32 #define MAX_MOBSKILLTIMERSKILL 10 #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 //These mark the ID of the jobs, as expected by the client. [Skotlex] enum { JOB_NOVICE, JOB_SWORDMAN, JOB_MAGE, JOB_ARCHER, JOB_ACOLYTE, JOB_MERCHANT, JOB_THIEF, JOB_KNIGHT, JOB_PRIEST, JOB_WIZARD, JOB_BLACKSMITH, JOB_HUNTER, JOB_ASSASSIN, JOB_KNIGHT2, JOB_CRUSADER, JOB_MONK, JOB_SAGE, JOB_ROGUE, JOB_ALCHEMIST, JOB_BARD, JOB_DANCER, JOB_CRUSADER2, JOB_WEDDING, JOB_SUPER_NOVICE, JOB_GUNSLINGER, JOB_NINJA, JOB_XMAS, JOB_NOVICE_HIGH = 4001, JOB_SWORDMAN_HIGH, JOB_MAGE_HIGH, JOB_ARCHER_HIGH, JOB_ACOLYTE_HIGH, JOB_MERCHANT_HIGH, JOB_THIEF_HIGH, JOB_LORD_KNIGHT, JOB_HIGH_PRIEST, JOB_HIGH_WIZARD, JOB_WHITESMITH, JOB_SNIPER, JOB_ASSASSIN_CROSS, JOB_LORD_KNIGHT2, JOB_PALADIN, JOB_CHAMPION, JOB_PROFESSOR, JOB_STALKER, JOB_CREATOR, JOB_CLOWN, JOB_GYPSY, JOB_PALADIN2, JOB_BABY, JOB_BABY_SWORDMAN, JOB_BABY_MAGE, JOB_BABY_ARCHER, JOB_BABY_ACOLYTE, JOB_BABY_MERCHANT, JOB_BABY_THIEF, JOB_BABY_KNIGHT, JOB_BABY_PRIEST, JOB_BABY_WIZARD, JOB_BABY_BLACKSMITH, JOB_BABY_HUNTER, JOB_BABY_ASSASSIN, JOB_BABY_KNIGHT2, JOB_BABY_CRUSADER, JOB_BABY_MONK, JOB_BABY_SAGE, JOB_BABY_ROGUE, JOB_BABY_ALCHEMIST, JOB_BABY_BARD, JOB_BABY_DANCER, JOB_BABY_CRUSADER2, JOB_SUPER_BABY, JOB_TAEKWON, JOB_STAR_GLADIATOR, JOB_STAR_GLADIATOR2, JOB_SOUL_LINKER, }; //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 60*1000 #define OPTION_SIGHT 0x0001 #define OPTION_HIDE 0x0002 #define OPTION_CLOAK 0x0004 #define OPTION_FALCON 0x0010 #define OPTION_RIDING 0x0020 #define OPTION_INVISIBLE 0x0040 #define OPTION_ORCISH 0x0800 #define OPTION_WEDDING 0x1000 #define OPTION_RUWACH 0x2000 #define OPTION_CHASEWALK 0x4000 #define OPTION_FLYING 0x8000 //TODO: Get these Missing options... #define OPTION_SIGHTTRASHER 0x0001 //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)) //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_ITEM = 0x008, BL_SKILL = 0x010, BL_NPC = 0x020, BL_CHAT = 0x040, BL_HOMUNCULUS = 0x080 //[blackhole89] }; //For common mapforeach calls. Since pets cannot be affected, they aren't included here yet. #define BL_CHAR (BL_PC|BL_MOB|BL_HOMUNCULUS) //[blackhole89] #define BL_ALL 0xfff enum { WARP, SHOP, SCRIPT, MONS }; 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 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; short opt1,opt2,opt3; short option; }; 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 memset call // in status_calc_pc as well! All the following are automatically zero'ed. [Skotlex] int watk; int watk2; int atk_ele; int overrefine; int star; int ignore_def_ele; int ignore_def_race; int def_ratio_atk_ele; int def_ratio_atk_race; int addele[10]; int addrace[12]; int addrace2[12]; int addsize[3]; short ignore_def_mob; short hp_drain_rate; short hp_drain_per; short hp_drain_value; short sp_drain_rate; short sp_drain_per; short sp_drain_value; short add_damage_classid[MAX_PC_BONUS]; int add_damage_classrate[MAX_PC_BONUS]; int add_damage_class_count; }; 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 skill_unit_group_tickset { unsigned int tick; int id; }; 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 npc_data; struct pet_db; struct item_data; struct square; struct map_session_data { struct block_list bl; //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 change_walk_target : 1; unsigned attack_continue : 1; unsigned menu_or_input : 1; unsigned dead_sit : 2; unsigned skillcastcancel : 1; unsigned waitingdisconnect : 1; unsigned lr_flag : 2; unsigned connect_new : 1; unsigned arrow_atk : 1; unsigned attack_type : 3; 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 : 1; unsigned event_disconnect : 1; // Abracadabra bugfix by Aru unsigned abra_flag : 1; unsigned autotrade : 1; //By Fantik unsigned perfect_hiding : 1; // [Valaris] 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 disguised :1; //[Valaris] unsigned deal_locked :2; 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 short autoloot; struct guild *gmaster_flag; } state; struct { unsigned killer : 1; unsigned killable : 1; unsigned restart_full_recover : 1; unsigned no_castcancel : 1; unsigned no_castcancel2 : 1; unsigned no_sizefix : 1; unsigned no_magic_damage : 1; unsigned no_weapon_damage : 1; unsigned no_gemstone : 1; unsigned infinite_endure : 1; unsigned intravision : 1; // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG] } special_state; int char_id, login_id1, login_id2, sex; 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; short to_x,to_y; short speed,prev_speed; unsigned char dir,head_dir; unsigned int client_tick,server_tick; struct walkpath_data walkpath; int walktimer; 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_pos; int npc_menu; int npc_amount; struct script_stack *stack; unsigned char *npc_script,*npc_scriptroot; int npc_scriptstate; 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 ignoreAll; int attacktimer; int attacktarget; short attacktarget_lv; unsigned int attackabletime; int followtimer; // [MouseJstr] int followtarget; time_t emotionlasttime; // to limit flood with emotion packets int skilltimer; int skilltarget; short skillx,skilly; short skillid,skilllv; short skillitem,skillitemlv; short skillid_old,skilllv_old; short skillid_dance,skilllv_dance; struct skill_unit_group skillunit[MAX_SKILLUNITGROUP]; struct skill_unit_group_tickset skillunittick[MAX_SKILLUNITGROUPTICKSET]; struct skill_timerskill skilltimerskill[MAX_SKILLTIMERSKILL]; char blockskill[MAX_SKILL]; // [celest] //unsigned int skillstatictimer[MAX_SKILL]; unsigned short timerskill_count; // [celest] int cloneskill_id; int menuskill_id, menuskill_lv; int invincible_timer; unsigned int canact_tick; unsigned int canmove_tick; unsigned int canlog_tick; unsigned int canregen_tick; unsigned int canuseitem_tick; // [Skotlex] int hp_sub,sp_sub; int inchealhptick,inchealsptick,inchealspirithptick,inchealspiritsptick; short view_class; short weapontype1,weapontype2; short disguise; // [Valaris] struct weapon_data right_weapon; struct weapon_data left_weapon; int paramc[6],paramcard[6]; // here start arrays to be globally zeroed at the beginning of status_calc_pc() int paramb[6]; int parame[6]; int subele[10]; int subrace[12]; int subrace2[12]; int subsize[3]; int addeff[SC_COMMON_MAX-SC_COMMON_MIN+1]; int addeff2[SC_COMMON_MAX-SC_COMMON_MIN+1]; int reseff[SC_COMMON_MAX-SC_COMMON_MIN+1]; int weapon_coma_ele[10]; int weapon_coma_race[12]; int weapon_atk[16]; int weapon_atk_rate[16]; int arrow_addele[10]; int arrow_addrace[12]; int arrow_addsize[3]; int arrow_addeff[SC_COMMON_MAX-SC_COMMON_MIN+1]; int arrow_addeff2[SC_COMMON_MAX-SC_COMMON_MIN+1]; int magic_addele[10]; int magic_addrace[12]; int magic_addsize[3]; int critaddrace[12]; int expaddrace[12]; int itemhealrate[7]; int addeff3[SC_COMMON_MAX-SC_COMMON_MIN+1]; short addeff3_type[SC_COMMON_MAX-SC_COMMON_MIN+1]; short sp_gain_race[12]; short unequip_losehp[11]; short unequip_losesp[11]; // 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 { //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]; // zeroed structures end here // zeroed vars start here. int hit; int flee, flee2; int critical; int aspd; int def, def2; int mdef, mdef2; int def_ele; int matk1, matk2; int base_atk; int arrow_atk,arrow_ele,arrow_cri,arrow_hit,arrow_range; int nhealhp,nhealsp,nshealhp,nshealsp,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] unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex] short attackrange,attackrange_; short splash_range, splash_add_range; short add_steal_rate; short hp_loss_value; short sp_loss_value; short hp_loss_type; short sp_drain_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 no_regen; short add_def_count,add_mdef_count; short add_dmg_count,add_mdmg_count; // zeroed vars end here. int amotion,dmotion; int castrate,delayrate,hprate,sprate,dsprate; int atk_rate; int aspd_rate,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 speed_add_rate, aspd_add_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]; int die_counter; short doridori_counter; char potion_success_counter; int reg_num; struct script_reg *reg; int regstr_num; struct script_regstr *regstr; struct status_change sc; short mission_mobid; //Stores the target mob_id for TK_MISSION short mission_count; //Stores the bounty kill count for TK_MISSION int devotion[5]; //Stores the char IDs of chars devoted to. int trade_partner; struct { struct { int index, amount; } item[10]; int zeny, weight; } deal; int party_invite,party_invite_account; short party_x,party_y; // should be short [zzo] 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 s_pet pet; struct pet_db *petDB; struct pet_data *pd; int pet_hungry_timer; 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; short n; short class_,dir; short speed; unsigned char name[NAME_LENGTH]; unsigned char exname[NAME_LENGTH]; int chat_id; short flag; int walktimer; // [Valaris] short to_x,to_y; // [Valaris] struct walkpath_data walkpath; unsigned int next_walktime; unsigned int canmove_tick; struct status_change sc; //They can't have status changes, but.. they want the visual opt values. struct { // [Valaris] unsigned state : 8; unsigned change_walk_target : 1; unsigned walk_easy : 1; } state; char eventqueue[MAX_EVENTQUEUE][50]; int eventtimer[MAX_EVENTTIMER]; short arenaflag; void *chatdb; union { struct { unsigned char *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; }; struct mob_data { struct block_list bl; 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 : 3; //Special ai for summoned monsters. } special_state; //Special mob information that does not needs to be zero'ed on mob respawn. struct { unsigned state : 8; unsigned skillstate : 8; unsigned aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex] unsigned targettype : 1; unsigned steal_flag : 1; unsigned steal_coin_flag : 1; unsigned skillcastcancel : 1; unsigned change_walk_target : 1; unsigned walk_easy : 1; unsigned soul_change_flag : 1; // Celest unsigned alchemist: 1; int provoke_flag; // Celest } state; struct status_change sc; struct walkpath_data walkpath; struct guardian_data* guardian_data; struct item *lootitem; struct { int id; int dmg; } dmglog[DAMAGELOG_SIZE]; short n; short base_class,class_,dir,mode; short m,x0,y0,xs,ys; short to_x,to_y; short target_dir; short speed; short attacked_count; short target_lv; unsigned short level; unsigned long tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex] int timer; int hp, max_hp; int target_id,attacked_id; int spawndelay1,spawndelay2; unsigned int attackabletime, canmove_tick, 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 skilltimer; int skilltarget; int def_ele; int master_id,master_dist; short skillx,skilly,skillid,skilllv,skillidx; unsigned int skilldelay[MAX_MOBSKILL]; struct skill_timerskill skilltimerskill[MAX_MOBSKILLTIMERSKILL]; struct skill_unit_group skillunit[MAX_MOBSKILLUNITGROUP]; struct skill_unit_group_tickset skillunittick[MAX_SKILLUNITGROUPTICKSET]; char npc_event[50]; }; struct pet_data { struct block_list bl; short n; short class_,dir; struct mob_db *db; short speed; char name[NAME_LENGTH]; struct { unsigned state : 8 ; unsigned skillstate : 8 ; unsigned change_walk_target : 1 ; unsigned casting_flag :1 ;//Skotlex: Used to identify when we are casting. short skillbonus; } state; int timer; short to_x,to_y; short equip; struct walkpath_data walkpath; int target_id; short target_lv; int move_fail_count; unsigned int attackabletime,next_walktime,last_thinktime; short rate_fix; //Support rate as modified by intimacy (1000 = 100%) [Skotlex] struct pet_status { //Pet Status data short level; short atk1,atk2; short str,agi,vit,int_,dex,luk; } *status; //[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; int timer; } *loot; //[Valaris] / Rewritten by [Skotlex] struct skill_timerskill skilltimerskill[MAX_MOBSKILLTIMERSKILL]; // [Valaris] struct skill_unit_group skillunit[MAX_MOBSKILLUNITGROUP]; // [Valaris] struct skill_unit_group_tickset skillunittick[MAX_SKILLUNITGROUPTICKSET]; // [Valaris] struct map_session_data *msd; int skilltarget; short skillx,skilly,skillid,skilllv; }; enum { MS_IDLE,MS_WALK,MS_ATTACK,MS_DEAD,MS_DELAY }; enum { NONE_ATTACKABLE,ATTACKABLE }; enum { ATK_LUCKY=1,ATK_FLEE,ATK_DEF}; // 囲まれペナルティ計算用 // For equipment breaking/stripping effects enum { EQP_WEAPON = 1, // Both weapons EQP_ARMOR = 2, // Armor EQP_SHIELD = 4, // Shield EQP_HELM = 8, // Top-head headgear }; // Mob List Held in memory for Dynamic Mobs [Wizputer] struct mob_list { int m,x,y,xs,ys,class_,num,delay1,delay2,level; char mobname[NAME_LENGTH],eventname[NAME_LENGTH]; }; 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 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 nopenalty : 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 nopvp : 1; // [Valaris] 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 nocommand : 1; //Blocks @/# commands for non-gms. [Skotlex] unsigned nodrop : 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 mob_list *moblist[MAX_MOB_LIST_PER_MAP]; // [Wizputer] int mob_delete_timer; // [Skotlex] int zone; // [Komurka] }; 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_DISGUISE,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, // 1083 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_INFINITE_ENDURE,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_DAMAGE_WHEN_UNEQUIP, SP_ADD_ITEM_HEAL_RATE, SP_LOSESP_WHEN_UNEQUIP, 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 }; 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_MOONLIT 0x40 #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_CHKMOONLIT, 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_SETMOONLIT, CELL_CLRMOONLIT, 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 agit_flag; extern int night_flag; // 0=day, 1=night [Yor] extern int kick_on_disconnect; //To allow inter-server reconnections without kicking players out [Skotlex] 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); // 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_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_quit(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); 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,int 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,int 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); struct mob_list* map_addmobtolist(unsigned short m); // [Wizputer] void map_spawnmobs(int); // [Wizputer] void map_removemobs(int); // [Wizputer] //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 .. #ifndef TXT_ONLY // MySQL #ifdef __WIN32 #include #include #endif #include 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 lmysql_handle; extern MYSQL_RES* lsql_res ; extern MYSQL_ROW lsql_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 login_db[32]; extern char login_db_level[32]; extern char login_db_account_id[32]; extern char gm_db[32]; extern char gm_db_level[32]; extern char gm_db_account_id[32]; extern int read_gm_interval; 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; #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