// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _MAP_H_ #define _MAP_H_ #ifndef _CBASETYPES_H_ #include "../common/cbasetypes.h" #endif #include "../common/mmo.h" #include "../common/mapindex.h" #include "../common/db.h" #include "itemdb.h" // MAX_ITEMGROUP #include "status.h" // SC_MAX #include //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 DAMAGELOG_SIZE 30 #define LOOTITEM_SIZE 10 //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 99 #define MAX_WALKPATH 32 #define MAX_DROP_PER_MAP 48 #define MAX_IGNORE_LIST 20 // official is 14 #define MAX_VENDING 12 #define MOBID_EMPERIUM 1288 #define MAX_PC_BONUS 10 #define MAX_DUEL 1024 #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, MAPID_SUMMER, //2_1 classes MAPID_SUPER_NOVICE = JOBL_2_1|0x0, MAPID_KNIGHT, MAPID_WIZARD, MAPID_HUNTER, MAPID_PRIEST, MAPID_BLACKSMITH, MAPID_ASSASSIN, MAPID_STAR_GLADIATOR, //2_2 classes MAPID_CRUSADER = JOBL_2_2|0x1, MAPID_SAGE, MAPID_BARDDANCER, MAPID_MONK, MAPID_ALCHEMIST, MAPID_ROGUE, MAPID_SOUL_LINKER, //1-1, advanced MAPID_NOVICE_HIGH = JOBL_UPPER|0x0, MAPID_SWORDMAN_HIGH, MAPID_MAGE_HIGH, MAPID_ARCHER_HIGH, MAPID_ACOLYTE_HIGH, MAPID_MERCHANT_HIGH, MAPID_THIEF_HIGH, //2_1 advanced MAPID_LORD_KNIGHT = JOBL_UPPER|JOBL_2_1|0x1, MAPID_HIGH_WIZARD, MAPID_SNIPER, MAPID_HIGH_PRIEST, MAPID_WHITESMITH, MAPID_ASSASSIN_CROSS, //2_2 advanced MAPID_PALADIN = JOBL_UPPER|JOBL_2_2|0x1, MAPID_PROFESSOR, MAPID_CLOWNGYPSY, MAPID_CHAMPION, MAPID_CREATOR, MAPID_STALKER, //1-1 baby MAPID_BABY = JOBL_BABY|0x0, MAPID_BABY_SWORDMAN, MAPID_BABY_MAGE, MAPID_BABY_ARCHER, MAPID_BABY_ACOLYTE, MAPID_BABY_MERCHANT, MAPID_BABY_THIEF, MAPID_BABY_TAEKWON, //2_1 baby MAPID_SUPER_BABY = JOBL_BABY|JOBL_2_1|0x0, MAPID_BABY_KNIGHT, MAPID_BABY_WIZARD, MAPID_BABY_HUNTER, MAPID_BABY_PRIEST, MAPID_BABY_BLACKSMITH, MAPID_BABY_ASSASSIN, MAPID_BABY_STAR_GLADIATOR, //2_2 baby MAPID_BABY_CRUSADER = JOBL_BABY|JOBL_2_2|0x1, MAPID_BABY_SAGE, MAPID_BABY_BARDDANCER, MAPID_BABY_MONK, MAPID_BABY_ALCHEMIST, MAPID_BABY_ROGUE, MAPID_BABY_SOUL_LINKER, }; //Max size for inputs to Graffiti, Talkie Box and Vending text prompts #define MESSAGE_SIZE (79 + 1) //String length you can write in the 'talking box' #define CHATBOX_SIZE (70 + 1) //Chatroom-related string sizes #define CHATROOM_TITLE_SIZE (36 + 1) #define CHATROOM_PASS_SIZE (8 + 1) //Max allowed chat text length #define CHAT_SIZE_MAX 150 #define DEFAULT_AUTOSAVE_INTERVAL 5*60*1000 //Specifies maps where players may hit each other #define map_flag_vs(m) (map[m].flag.pvp || map[m].flag.gvg_dungeon || map[m].flag.gvg || (agit_flag && map[m].flag.gvg_castle)) //Specifies maps that have special GvG/WoE restrictions #define map_flag_gvg(m) (map[m].flag.gvg || (agit_flag && map[m].flag.gvg_castle)) //Specifies if the map is tagged as GvG/WoE (regardless of agit_flag status) #define map_flag_gvg2(m) (map[m].flag.gvg || map[m].flag.gvg_castle) //This stackable implementation does not means a BL can be more than one type at a time, but it's //meant to make it easier to check for multiple types at a time on invocations such as // map_foreach* calls [Skotlex] enum bl_type { BL_NUL = 0x000, BL_PC = 0x001, BL_MOB = 0x002, BL_PET = 0x004, BL_HOM = 0x008, BL_ITEM = 0x010, BL_SKILL = 0x020, BL_NPC = 0x040, BL_CHAT = 0x080, }; //For common mapforeach calls. Since pets cannot be affected, they aren't included here yet. #define BL_CHAR (BL_PC|BL_MOB|BL_HOM) #define BL_ALL 0xfff enum bl_subtype { 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 auto_trigger_flag { ATF_SELF=0x01, ATF_TARGET=0x02, ATF_SHORT=0x04, ATF_LONG=0x08 }; struct block_list { struct block_list *next,*prev; int id; short m,x,y; 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; unsigned speed_changed : 1; } state; }; //Basic damage info of a weapon //Required because players have two of these, one in status_data and another //for their left hand weapon. struct weapon_atk { unsigned short atk, atk2; unsigned short range; unsigned char ele; }; //For holding basic status (which can be modified by status changes) struct status_data { unsigned int hp, sp, max_hp, max_sp; unsigned short str, agi, vit, int_, dex, luk, batk, matk_min, matk_max, speed, amotion, adelay, dmotion, mode; short hit, flee, cri, flee2, def2, mdef2, aspd_rate; unsigned char def_ele, ele_lv, size, race; signed char def, mdef; struct weapon_atk rhw, *lhw; //Right Hand/Left Hand Weapon. 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[SC_MAX]; short count; unsigned short opt1;// body state unsigned short opt2;// health state unsigned int opt3; unsigned int option;// effect state }; struct s_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 overrefine; int star; int ignore_def_ele; int ignore_def_race; int def_ratio_atk_ele; int def_ratio_atk_race; int addele[ELE_MAX]; int addrace[RC_MAX]; int addrace2[RC_MAX]; int addsize[3]; struct drain_data { short rate; short per; short value; unsigned type:1; } hp_drain[RC_MAX], sp_drain[RC_MAX]; struct { short class_, rate; } add_dmg[MAX_PC_BONUS]; }; struct view_data { unsigned short class_, weapon, shield, //Or left-hand weapon. head_top, head_mid, head_bottom, hair_style, hair_color, cloth_color; char sex; unsigned dead_sit : 2; }; //Additional regen data that only players have. struct regen_data_sub { unsigned short hp,sp; //tick accumulation before healing. struct { unsigned int hp,sp; } tick; //Regen rates (where every 1 means +100% regen) struct { unsigned char hp,sp; } rate; }; struct regen_data { unsigned short flag; //Marks what stuff you may heal or not. unsigned short hp,sp,shp,ssp; //tick accumulation before healing. struct { unsigned int hp,sp,shp,ssp; } tick; //Regen rates (where every 1 means +100% regen) struct { unsigned char hp,sp,shp,ssp; } rate; struct { unsigned walk:1; //Can you regen even when walking? unsigned gc:1; //Tags when you should have double regen due to GVG castle unsigned overweight :2; //overweight state (1: 50%, 2: 90%) unsigned block :2; //Block regen flag (1: Hp, 2: Sp) } state; //skill-regen, sitting-skill-regen (since not all chars with regen need it) struct regen_data_sub *sregen, *ssregen; }; struct party_member_data { struct map_session_data *sd; unsigned int hp; //For HP,x,y refreshing. unsigned short x, y; }; struct party_data { struct party party; struct party_member_data data[MAX_PARTY]; uint8 itemc; //For item distribution, position of last picker in party struct { unsigned monk : 1; //There's at least one monk in party? unsigned sg : 1; //There's at least one Star Gladiator in party? unsigned snovice :1; //There's a Super Novice unsigned tk : 1; //There's a taekwon } state; }; struct npc_data; struct pet_db; struct homunculus_db; //[orn] struct item_data; struct square; // The player performed a suspicious action (not used right now) [FlavioJS] #define LOG_SUSPICIOUS(sd,msg) struct map_session_data { struct block_list bl; struct unit_data ud; struct view_data vd; struct status_data base_status, battle_status; struct 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;// if a script is waiting for feedback from the player unsigned dead_sit : 2; unsigned waitingdisconnect : 1; unsigned lr_flag : 2; unsigned connect_new : 1; unsigned arrow_atk : 1; unsigned skill_flag : 1; unsigned gangsterparadise : 1; unsigned rest : 1; unsigned storage_flag : 2; //0: closed, 1: Normal Storage open, 2: guild storage open [Skotlex] unsigned snovice_call_flag : 2; //Summon Angel (stage 1~3) unsigned snovice_dead_flag : 2; //Explosion spirits on death: 0 off, 1 active, 2 used. // 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 [DracoRPG] unsigned perfect_hiding : 1; // [Valaris] unsigned no_knockback : 1; unsigned bonus_coma : 1; } special_state; int login_id1, login_id2; unsigned short class_; //This is the internal job ID used by the map server to simplify comparisons/queries/etc. [Skotlex] int packet_ver; // 5: old, 6: 7july04, 7: 13july04, 8: 26july04, 9: 9aug04/16aug04/17aug04, 10: 6sept04, 11: 21sept04, 12: 18oct04, 13: 25oct04 ... 18 struct mmo_charstatus status; struct registry save_reg; struct item_data* inventory_data[MAX_INVENTORY]; // direct pointers to itemdb entries (faster than doing item_id lookups) short equip_index[11]; unsigned int weight,max_weight; int cart_weight,cart_num; int fd; unsigned short mapindex; unsigned short prev_speed,prev_adelay; unsigned char head_dir; //0: Look forward. 1: Look right, 2: Look left. unsigned int client_tick; int npc_id,areanpc_id,npc_shopid; int npc_item_flag; //Marks the npc_id with which you can use items during interactions with said npc (see script command enable_itemuse) int npc_menu; int npc_amount; struct script_state *st; char npc_str[CHATBOX_SIZE]; // for passing npc input box text to script engine int npc_timer_id; //For player attached npc timers. [Skotlex] unsigned int chatID; time_t idletime; struct{ char name[NAME_LENGTH]; } ignore[MAX_IGNORE_LIST]; int followtimer; // [MouseJstr] int followtarget; time_t emotionlasttime; // to limit flood with emotion packets short skillitem,skillitemlv; short skillid_old,skilllv_old; short skillid_dance,skilllv_dance; char blockskill[MAX_SKILL]; // [celest] int cloneskill_id; int menuskill_id, menuskill_val; int invincible_timer; unsigned int canlog_tick; unsigned int canuseitem_tick; // [Skotlex] unsigned int cantalk_tick; short weapontype1,weapontype2; short disguise; // [Valaris] struct weapon_data right_weapon, left_weapon; // here start arrays to be globally zeroed at the beginning of status_calc_pc() int param_bonus[6],param_equip[6]; //Stores card/equipment bonuses. int subele[ELE_MAX]; int subrace[RC_MAX]; int subrace2[RC_MAX]; int subsize[3]; int reseff[SC_COMMON_MAX-SC_COMMON_MIN+1]; int weapon_coma_ele[ELE_MAX]; int weapon_coma_race[RC_MAX]; int weapon_atk[16]; int weapon_atk_rate[16]; int arrow_addele[ELE_MAX]; int arrow_addrace[RC_MAX]; int arrow_addsize[3]; int magic_addele[ELE_MAX]; int magic_addrace[RC_MAX]; int magic_addsize[3]; int critaddrace[RC_MAX]; int expaddrace[RC_MAX]; int ignore_mdef[RC_MAX]; int itemgrouphealrate[MAX_ITEMGROUP]; short sp_gain_race[RC_MAX]; // zeroed arrays end here. // zeroed structures start here struct s_autospell{ short id, lv, rate, card_id, flag; } autospell[15], autospell2[15]; struct s_addeffect{ short id, rate, arrow_rate; unsigned char flag; } addeff[MAX_PC_BONUS], addeff2[MAX_PC_BONUS]; struct { //skillatk raises bonus dmg% of skills, skillheal increases heal%, skillblown increases bonus blewcount for some skills. unsigned short id; short val; } skillatk[MAX_PC_BONUS], skillheal[5], skillblown[MAX_PC_BONUS], skillcast[MAX_PC_BONUS]; struct { short value; int rate; int tick; } hp_loss, sp_loss, hp_regen, sp_regen; struct { short class_, rate; } add_def[MAX_PC_BONUS], add_mdef[MAX_PC_BONUS], add_mdmg[MAX_PC_BONUS]; struct s_add_drop { short id, group; int race, rate; } add_drop[MAX_PC_BONUS]; struct { int nameid; int rate; } itemhealrate[MAX_PC_BONUS]; // zeroed structures end here // zeroed vars start here. int arrow_atk,arrow_ele,arrow_cri,arrow_hit; int nsshealhp,nsshealsp; int critical_def,double_rate; int long_attack_atk_rate; //Long range atk rate, not weapon based. [Skotlex] int near_attack_def_rate,long_attack_def_rate,magic_def_rate,misc_def_rate; int ignore_mdef_ele; int ignore_mdef_race; int perfect_hit; int perfect_hit_add; int get_zeny_rate; int get_zeny_num; //Added Get Zeny Rate [Skotlex] int double_add_rate; int short_weapon_damage_return,long_weapon_damage_return; int magic_damage_return; // AppleGirl Was Here int random_attack_increase_add,random_attack_increase_per; // [Valaris] int break_weapon_rate,break_armor_rate; int crit_atk_rate; int classchange; // [Valaris] int speed_add_rate, aspd_add; unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex] short splash_range, splash_add_range; short add_steal_rate; short sp_gain_value, hp_gain_value; short sp_vanish_rate; short sp_vanish_per; unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest] unsigned short unbreakable_equip; //100% break resistance on certain equipment unsigned short unstripable_equip; // zeroed vars end here. int castrate,delayrate,hprate,sprate,dsprate; int atk_rate; int speed_rate,hprecov_rate,sprecov_rate; int matk_rate; int critical_rate,hit_rate,flee_rate,flee2_rate,def_rate,def2_rate,mdef_rate,mdef2_rate; int itemid; short itemindex; //Used item's index in sd->inventory [Skotlex] short catch_target_class; // pet catching, stores a pet class to catch (short now) [zzo] short spiritball, spiritball_old; int spirit_timer[MAX_SKILL_LEVEL]; unsigned char potion_success_counter; //Potion successes in row counter unsigned char mission_count; //Stores the bounty kill count for TK_MISSION short mission_mobid; //Stores the target mob_id for TK_MISSION int die_counter; //Total number of times you've died int devotion[5]; //Stores the char IDs of chars devoted to. int reg_num; //Number of registries (type numeric) int regstr_num; //Number of registries (type string) struct script_reg *reg; struct script_regstr *regstr; int trade_partner; struct { struct { 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 s_vending vending[MAX_VENDING]; struct pet_data *pd; struct homun_data *hd; // [blackhole89] struct{ int m; //-1 - none, other: map index corresponding to map name. unsigned short index; //map index }feel_map[3];// 0 - Sun; 1 - Moon; 2 - Stars short hate_mob[3]; 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 (antiflood protection) #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; char name[NAME_LENGTH]; char exname[NAME_LENGTH]; int chat_id; unsigned int next_walktime; void* chatdb; // pointer to a npc_parse struct (see npc_chat.c) 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 short skip; //Number of mobs to skip when spawning them (for mob_remove_damageed: no) unsigned int level; //Custom level. unsigned int delay1,delay2; //Min delay before respawning after spawn/death struct { unsigned size :2; //Holds if mob has to be tiny/large unsigned ai :2; //Holds if mob is special ai. } state; char name[NAME_LENGTH],eventname[50]; //Name/event }; struct mob_data { struct block_list bl; struct unit_data ud; struct view_data *vd; struct status_data status, *base_status; //Second one is in case of leveling up mobs, or tiny/large mobs. struct status_change sc; struct mob_db *db; //For quick data access (saves doing mob_db(md->class_) all the time) [Skotlex] char name[NAME_LENGTH]; struct { unsigned size : 2; //Small/Big monsters. unsigned cached : 1; //Cached mobs for dynamic mob unloading [Skotlex] unsigned ai : 2; //Special ai for summoned monsters. //0: Normal mob. //1: Standard summon, attacks mobs. //2: Alchemist Marine Sphere //3: Alchemist Summon Flora } special_state; //Special mob information that does not needs to be zero'ed on mob respawn. struct { unsigned skillstate : 8; unsigned aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex] unsigned char steal_flag; //number of steal tries (to prevent steal exploit on mobs with few items) [Lupus] unsigned steal_coin_flag : 1; unsigned soul_change_flag : 1; // Celest unsigned alchemist: 1; unsigned no_random_walk: 1; unsigned killer: 1; unsigned spotted: 1; unsigned char attacked_count; //For rude attacked. int provoke_flag; // Celest } state; struct guardian_data* guardian_data; struct { int id; unsigned int dmg; unsigned flag : 1; //0: Normal. 1: Homunc exp } dmglog[DAMAGELOG_SIZE]; struct spawn_data *spawn; //Spawn data. struct item *lootitem; short spawn_n; //Spawn data index on the map server. short class_; unsigned int tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex] int level; int target_id,attacked_id; unsigned int next_walktime; unsigned int last_deadtime,last_spawntime,last_thinktime,last_linktime; short move_fail_count; short lootitem_count; short min_chase; int deletetimer; int master_id,master_dist; struct npc_data *nd; unsigned short callback_flag; short skillidx; unsigned int skilldelay[MAX_MOBSKILL]; char npc_event[50]; }; /* [blackhole89] */ struct homun_data { struct block_list bl; struct unit_data ud; struct view_data *vd; struct status_data base_status, battle_status; struct status_change sc; struct regen_data regen; struct s_homunculus_db *homunculusDB; //[orn] struct s_homunculus homunculus ; //[orn] struct map_session_data *master; //pointer back to its master int hungry_timer; //[orn] unsigned int exp_next; char blockskill[MAX_SKILL]; // [orn] }; struct pet_data { struct block_list bl; struct unit_data ud; struct view_data vd; struct s_pet pet; struct status_data status; struct mob_db *db; struct s_pet_db *petDB; int pet_hungry_timer; int target_id; struct { unsigned skillbonus : 1; } state; int move_fail_count; unsigned int next_walktime,last_thinktime; short rate_fix; //Support rate as modified by intimacy (1000 = 100%) [Skotlex] struct pet_recovery { //Stat recovery unsigned short type; //Status Change id unsigned short delay; //How long before curing (secs). int timer; } *recovery; //[Valaris] / Reimplemented by [Skotlex] struct pet_bonus { unsigned short type; //bStr, bVit? unsigned short val; //Qty unsigned short duration; //in secs unsigned short delay; //Time before recasting (secs) int timer; } *bonus; //[Valaris] / Reimplemented by [Skotlex] struct pet_skill_attack { //Attack Skill unsigned short id; unsigned short lv; unsigned short div_; //0 = Normal skill. >0 = Fixed damage (lv), fixed div_. unsigned short rate; //Base chance of skill ocurrance (10 = 10% of attacks) unsigned short bonusrate; //How being 100% loyal affects cast rate (10 = At 1000 intimacy->rate+10% } *a_skill; //[Skotlex] struct pet_skill_support { //Support Skill unsigned short id; unsigned short lv; unsigned short hp; //Max HP% for skill to trigger (50 -> 50% for Magnificat) unsigned short sp; //Max SP% for skill to trigger (100 = no check) unsigned short delay; //Time (secs) between being able to recast. int timer; } *s_skill; //[Skotlex] struct pet_loot { struct item *item; unsigned short count; unsigned short weight; unsigned short max; } *loot; //[Valaris] / Rewritten by [Skotlex] struct map_session_data *msd; }; // state of a single attack attempt; used in flee/def penalty calculations when mobbed enum { ATK_LUCKY=1, // attack was lucky-dodged ATK_FLEE, // attack was dodged ATK_DEF // attack connected }; struct map_data { char name[MAP_NAME_LENGTH]; unsigned short index; //Index is the map index used by the mapindex* functions. unsigned char *gat; // If this is NULL, the map is not on this map-server unsigned char *cell; //Contains temporary cell data that is set/unset on tiles. #ifdef CELL_NOSTACK unsigned char *cell_bl; //Holds amount of bls in any given cell. #endif struct block_list **block; struct block_list **block_mob; int *block_count,*block_mob_count; int m; short xs,ys; short bxs,bys; int npc_num; int users; struct map_flag { unsigned nomemo : 1; unsigned noteleport : 1; unsigned noreturn : 1; unsigned monster_noteleport : 1; unsigned nosave : 1; unsigned nobranch : 1; unsigned noexppenalty : 1; unsigned pvp : 1; unsigned pvp_noparty : 1; unsigned pvp_noguild : 1; unsigned pvp_nightmaredrop :1; unsigned pvp_nocalcrank : 1; unsigned gvg_castle : 1; unsigned gvg : 1; // Now it identifies gvg versus maps that are active 24/7 unsigned gvg_dungeon : 1; // Celest unsigned gvg_noparty : 1; unsigned nozenypenalty : 1; unsigned notrade : 1; unsigned noskill : 1; unsigned nowarp : 1; unsigned nowarpto : 1; unsigned noicewall : 1; // [Valaris] unsigned snow : 1; // [Valaris] unsigned clouds : 1; unsigned clouds2 : 1; // [Valaris] unsigned fog : 1; // [Valaris] unsigned fireworks : 1; unsigned sakura : 1; // [Valaris] unsigned leaves : 1; // [Valaris] unsigned rain : 1; // [Valaris] unsigned indoors : 1; // celest unsigned nogo : 1; // [Valaris] unsigned nobaseexp : 1; // [Lorky] added by Lupus unsigned nojobexp : 1; // [Lorky] unsigned nomobloot : 1; // [Lorky] unsigned nomvploot : 1; // [Lorky] unsigned nightenabled :1; //For night display. [Skotlex] unsigned restricted : 1; // [Komurka] unsigned nodrop : 1; unsigned novending : 1; unsigned loadevent : 1; unsigned nochat :1; unsigned partylock :1; unsigned guildlock :1; } flag; struct point save; struct npc_data *npc[MAX_NPC_PER_MAP]; struct { int drop_id; int drop_type; int drop_per; } drop_list[MAX_DROP_PER_MAP]; struct spawn_data *moblist[MAX_MOB_LIST_PER_MAP]; // [Wizputer] int mob_delete_timer; // [Skotlex] int zone; // zone number (for item/skill restrictions) int jexp; // map experience multiplicator int bexp; // map experience multiplicator int nocommand; //Blocks @/# commands for non-gms. [Skotlex] }; /// Stores information about a remote map (for multi-mapserver setups). /// Beginning of data structure matches 'map_data', to allow typecasting. struct map_data_other_server { char name[MAP_NAME_LENGTH]; unsigned short index; //Index is the map index used by the mapindex* functions. unsigned char *gat; // If this is NULL, the map is not on this map-server uint32 ip; uint16 port; }; struct flooritem_data { struct block_list bl; unsigned char subx,suby; int cleartimer; int first_get_charid,second_get_charid,third_get_charid; unsigned int first_get_tick,second_get_tick,third_get_tick; struct item item_data; }; struct chat_data { struct block_list bl; // data for this map object char title[CHATROOM_TITLE_SIZE]; // room title char pass[CHATROOM_PASS_SIZE]; // password bool pub; // private/public flag uint8 users; // current user count uint8 limit; // join limit uint8 trigger; // number of users needed to trigger event struct map_session_data* usersd[20]; struct block_list* owner; char npc_event[50]; }; enum _sp { SP_SPEED,SP_BASEEXP,SP_JOBEXP,SP_KARMA,SP_MANNER,SP_HP,SP_MAXHP,SP_SP, // 0-7 SP_MAXSP,SP_STATUSPOINT,SP_0a,SP_BASELEVEL,SP_SKILLPOINT,SP_STR,SP_AGI,SP_VIT, // 8-15 SP_INT,SP_DEX,SP_LUK,SP_CLASS,SP_ZENY,SP_SEX,SP_NEXTBASEEXP,SP_NEXTJOBEXP, // 16-23 SP_WEIGHT,SP_MAXWEIGHT,SP_1a,SP_1b,SP_1c,SP_1d,SP_1e,SP_1f, // 24-31 SP_USTR,SP_UAGI,SP_UVIT,SP_UINT,SP_UDEX,SP_ULUK,SP_26,SP_27, // 32-39 SP_28,SP_ATK1,SP_ATK2,SP_MATK1,SP_MATK2,SP_DEF1,SP_DEF2,SP_MDEF1, // 40-47 SP_MDEF2,SP_HIT,SP_FLEE1,SP_FLEE2,SP_CRITICAL,SP_ASPD,SP_36,SP_JOBLEVEL, // 48-55 SP_UPPER,SP_PARTNER,SP_CART,SP_FAME,SP_UNBREAKABLE, //56-60 SP_CARTINFO=99, // 99 SP_BASEJOB=119, // 100+19 - celest SP_BASECLASS=120, //Hmm.. why 100+19? I just use the next one... [Skotlex] // original 1000- SP_ATTACKRANGE=1000, SP_ATKELE,SP_DEFELE, // 1000-1002 SP_CASTRATE, SP_MAXHPRATE, SP_MAXSPRATE, SP_SPRATE, // 1003-1006 SP_ADDELE, SP_ADDRACE, SP_ADDSIZE, SP_SUBELE, SP_SUBRACE, // 1007-1011 SP_ADDEFF, SP_RESEFF, // 1012-1013 SP_BASE_ATK,SP_ASPD_RATE,SP_HP_RECOV_RATE,SP_SP_RECOV_RATE,SP_SPEED_RATE, // 1014-1018 SP_CRITICAL_DEF,SP_NEAR_ATK_DEF,SP_LONG_ATK_DEF, // 1019-1021 SP_DOUBLE_RATE, SP_DOUBLE_ADD_RATE, SP_SKILL_HEAL, SP_MATK_RATE, // 1022-1025 SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027 SP_ATK_RATE,SP_SPEED_ADDRATE,SP_SP_REGEN_RATE, // 1028-1030 SP_MAGIC_ATK_DEF,SP_MISC_ATK_DEF, // 1031-1032 SP_IGNORE_MDEF_ELE,SP_IGNORE_MDEF_RACE, // 1033-1034 SP_MAGIC_ADDELE,SP_MAGIC_ADDRACE,SP_MAGIC_ADDSIZE, // 1035-1037 SP_PERFECT_HIT_RATE,SP_PERFECT_HIT_ADD_RATE,SP_CRITICAL_RATE,SP_GET_ZENY_NUM,SP_ADD_GET_ZENY_NUM, // 1038-1042 SP_ADD_DAMAGE_CLASS,SP_ADD_MAGIC_DAMAGE_CLASS,SP_ADD_DEF_CLASS,SP_ADD_MDEF_CLASS, // 1043-1046 SP_ADD_MONSTER_DROP_ITEM,SP_DEF_RATIO_ATK_ELE,SP_DEF_RATIO_ATK_RACE,SP_ADD_SPEED, // 1047-1050 SP_HIT_RATE,SP_FLEE_RATE,SP_FLEE2_RATE,SP_DEF_RATE,SP_DEF2_RATE,SP_MDEF_RATE,SP_MDEF2_RATE, // 1051-1057 SP_SPLASH_RANGE,SP_SPLASH_ADD_RANGE,SP_AUTOSPELL,SP_HP_DRAIN_RATE,SP_SP_DRAIN_RATE, // 1058-1062 SP_SHORT_WEAPON_DAMAGE_RETURN,SP_LONG_WEAPON_DAMAGE_RETURN,SP_WEAPON_COMA_ELE,SP_WEAPON_COMA_RACE, // 1063-1066 SP_ADDEFF2,SP_BREAK_WEAPON_RATE,SP_BREAK_ARMOR_RATE,SP_ADD_STEAL_RATE, // 1067-1070 SP_MAGIC_DAMAGE_RETURN,SP_RANDOM_ATTACK_INCREASE,SP_ALL_STATS,SP_AGI_VIT,SP_AGI_DEX_STR,SP_PERFECT_HIDE, // 1071-1076 SP_NO_KNOCKBACK,SP_CLASSCHANGE, // 1077-1078 SP_HP_DRAIN_VALUE,SP_SP_DRAIN_VALUE, // 1079-1080 SP_WEAPON_ATK,SP_WEAPON_ATK_RATE, // 1081-1082 SP_DELAYRATE,SP_HP_DRAIN_RATE_RACE,SP_SP_DRAIN_RATE_RACE, // 1083-1085 SP_IGNORE_MDEF_RATE, //1086 SP_RESTART_FULL_RECOVER=2000,SP_NO_CASTCANCEL,SP_NO_SIZEFIX,SP_NO_MAGIC_DAMAGE,SP_NO_WEAPON_DAMAGE,SP_NO_GEMSTONE, // 2000-2005 SP_NO_CASTCANCEL2,SP_NO_MISC_DAMAGE,SP_UNBREAKABLE_WEAPON,SP_UNBREAKABLE_ARMOR, SP_UNBREAKABLE_HELM, // 2006-2010 SP_UNBREAKABLE_SHIELD, SP_LONG_ATK_RATE, // 2011-2012 SP_CRIT_ATK_RATE, SP_CRITICAL_ADDRACE, SP_NO_REGEN, SP_ADDEFF_WHENHIT, SP_AUTOSPELL_WHENHIT, // 2013-2017 SP_SKILL_ATK, SP_UNSTRIPABLE, SP_FREE, // 2018-2020 SP_SP_GAIN_VALUE, SP_HP_REGEN_RATE, SP_HP_LOSS_RATE, SP_ADDRACE2, SP_HP_GAIN_VALUE, // 2021-2025 SP_SUBSIZE, SP_HP_DRAIN_VALUE_RACE, SP_ADD_ITEM_HEAL_RATE, SP_SP_DRAIN_VALUE_RACE, SP_EXP_ADDRACE, // 2026-2030 SP_SP_GAIN_RACE, SP_SUBRACE2, SP_FREE2, // 2031-2033 SP_UNSTRIPABLE_WEAPON,SP_UNSTRIPABLE_ARMOR,SP_UNSTRIPABLE_HELM,SP_UNSTRIPABLE_SHIELD, // 2034-2037 SP_INTRAVISION, SP_ADD_MONSTER_DROP_ITEMGROUP, SP_SP_LOSS_RATE, // 2038-2040 SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE //2041 //Before adding new bonuses, reuse the currently free slots: //2020 (SP_FREE) (previously SP_ADD_DAMAGE_BY_CLASS) //2033 (SP_FREE2) (previously SP_ADDEFF_WHENHIT_SHORT) }; enum _look { LOOK_BASE, LOOK_HAIR, LOOK_WEAPON, LOOK_HEAD_BOTTOM, LOOK_HEAD_TOP, LOOK_HEAD_MID, LOOK_HAIR_COLOR, LOOK_CLOTHES_COLOR, LOOK_SHIELD, LOOK_SHOES }; // CELLs for non-permanent cell-based effects (Pneuma, Basilica, Npcs, etc) #define CELL_NPC 0x1 #define CELL_REGEN 0x2 #define CELL_PNEUMA 0x4 #define CELL_SAFETYWALL 0x8 #define CELL_LANDPROTECTOR 0x10 #define CELL_BASILICA 0x20 #define CELL_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, }; 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 char motd_txt[]; extern char help_txt[]; extern char help2_txt[]; extern char charhelp_txt[]; 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 (*func)(struct block_list*,va_list), struct block_list* center, int range, int type, ...); int map_foreachinshootrange(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int type, ...); int map_foreachinarea(int (*func)(struct block_list*,va_list), int m, int x0, int y0, int x1, int y1, int type, ...); int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int dx, int dy, int type, ...); int map_foreachincell(int (*func)(struct block_list*,va_list), int m, int x, int y, int type, ...); int map_foreachinpath(int (*func)(struct block_list*,va_list), int m, int x0, int y0, int x1, int y1, int range, int length, int type, ...); int map_foreachinmap(int (*func)(struct block_list*,va_list), int m, int type, ...); int map_countnearpc(int,int,int); //block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 *item_data,int amount,int m,int x,int y,int first_charid,int second_charid,int third_charid,int flags); // キャラid=>キャラ名 変換関連 void map_addnickdb(int charid, const char* nick); void map_delnickdb(int charid, const char* nick); void map_reqnickdb(struct map_session_data* sd,int charid); const char* map_charid2nick(int charid); struct map_session_data* map_charid2sd(int charid); struct map_session_data * map_id2sd(int); struct block_list * map_id2bl(int); int map_mapindex2mapid(unsigned short mapindex); int map_mapname2mapid(const char* name); int map_mapname2ipport(unsigned short name, uint32* ip, uint16* port); int map_setipport(unsigned short map, uint32 ip, uint16 port); int map_eraseipport(unsigned short map, uint32 ip, uint16 port); int map_eraseallipport(void); void map_addiddb(struct block_list *); void map_deliddb(struct block_list *bl); struct map_session_data** map_getallusers(int *users); void map_foreachpc(int (*func)(DBKey,void*,va_list),...); int map_foreachiddb(int (*)(DBKey,void*,va_list),...); struct map_session_data * map_nick2sd(const char*); // 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] // 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) bool path_search_long_real(struct shootpath_data *spd,int m,int x0,int y0,int x1,int y1,cell_t flag); #define path_search_long(spd,m,x0,y0,x1,y1) path_search_long_real(spd,m,x0,y0,x1,y1,CELL_CHKWALL) int path_blownpos(int m,int x0,int y0,int dx,int dy,int count); // distance related functions [Skotlex] #define check_distance_bl(bl1, bl2, distance) check_distance((bl1)->x - (bl2)->x, (bl1)->y - (bl2)->y, distance) #define check_distance_blxy(bl, x1, y1, distance) check_distance((bl)->x-(x1), (bl)->y-(y1), distance) #define check_distance_xy(x0, y0, x1, y1, distance) check_distance((x0)-(x1), (y0)-(y1), distance) int check_distance(int dx, int dy, int distance); #define distance_bl(bl1, bl2) distance((bl1)->x - (bl2)->x, (bl1)->y - (bl2)->y) #define distance_blxy(bl, x1, y1) distance((bl)->x-(x1), (bl)->y-(y1)) #define distance_xy(x0, y0, x1, y1) distance((x0)-(x1), (y0)-(y1)) unsigned int distance(int dx, int dy); int cleanup_sub(struct block_list *bl, va_list ap); void map_helpscreen(int flag); // [Valaris] int map_delmap(char* mapname); int map_addmobtolist(unsigned short m, struct spawn_data *spawn); // [Wizputer] void map_spawnmobs(int); // [Wizputer] void map_removemobs(int); // [Wizputer] void do_reconnect_map(void); //Invoked on map-char reconnection [Skotlex] extern char *INTER_CONF_NAME; extern char *LOG_CONF_NAME; extern char *MAP_CONF_NAME; extern char *BATTLE_CONF_FILENAME; extern char *ATCOMMAND_CONF_FILENAME; extern char *CHARCOMMAND_CONF_FILENAME; extern char *SCRIPT_CONF_NAME; extern char *MSG_CONF_NAME; extern char *map_server_dns; //Useful typedefs from jA [Skotlex] typedef struct map_session_data TBL_PC; typedef struct npc_data TBL_NPC; typedef struct mob_data TBL_MOB; typedef struct flooritem_data TBL_ITEM; typedef struct chat_data TBL_CHAT; typedef struct skill_unit TBL_SKILL; typedef struct pet_data TBL_PET; typedef struct homun_data TBL_HOM; #define BL_CAST(type_, bl , dest) \ (((bl) == NULL || (bl)->type != type_) ? ((dest) = NULL, 0) : ((dest) = (T ## type_ *)(bl), 1)) extern int lowest_gm_level; extern char main_chat_nick[16]; #ifndef TXT_ONLY #include "../common/sql.h" extern int db_use_sqldbs; extern int mail_server_enable; extern Sql* mmysql_handle; extern Sql* logmysql_handle; extern Sql* mail_handle; extern char item_db_db[32]; extern char item_db2_db[32]; extern char mob_db_db[32]; extern char mob_db2_db[32]; extern char char_db[32]; extern char mail_db[32]; #endif /* not TXT_ONLY */ #endif /* _MAP_H_ */