// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _PC_H_ #define _PC_H_ #include "../common/mmo.h" // JOB_*, MAX_FAME_LIST, struct fame_list, struct mmo_charstatus #include "../common/timer.h" // INVALID_TIMER #include "battle.h" // battle_config #include "buyingstore.h" // struct s_buyingstore #include "itemdb.h" // MAX_ITEMGROUP #include "map.h" // RC_MAX #include "pc.h" // struct map_session_data #include "script.h" // struct script_reg, struct script_regstr #include "searchstore.h" // struct s_search_store_info #include "status.h" // OPTION_*, struct weapon_atk #include "unit.h" // unit_stop_attack(), unit_stop_walking() #include "vending.h" // struct s_vending #include "mob.h" #define MAX_PC_BONUS 10 #define MAX_PC_SKILL_REQUIRE 5 #define MAX_PC_FEELHATE 3 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[RC2_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 { short flag, rate; unsigned char ele; } addele2[MAX_PC_BONUS]; }; struct s_autospell { short id, lv, rate, card_id, flag; bool lock; // bAutoSpellOnSkill: blocks autospell from triggering again, while being executed }; struct s_addeffect { enum sc_type id; short rate, arrow_rate; unsigned char flag; }; struct s_addeffectonskill { enum sc_type id; short rate, skill; unsigned char target; }; struct s_add_drop { short id, group; int race, rate; }; struct s_autobonus { short rate,atk_type; unsigned int duration; char *bonus_script, *other_script; int active; unsigned short pos; }; struct map_session_data { struct block_list bl; struct unit_data ud; struct view_data vd; struct status_data base_status, battle_status; struct status_change sc; struct regen_data regen; struct regen_data_sub sregen, ssregen; //NOTE: When deciding to add a flag to state or special_state, take into consideration that state is preserved in //status_calc_pc, while special_state is recalculated in each call. [Skotlex] struct { unsigned int active : 1; //Marks active player (not active is logging in/out, or changing map servers) unsigned int menu_or_input : 1;// if a script is waiting for feedback from the player unsigned int dead_sit : 2; unsigned int lr_flag : 2; unsigned int connect_new : 1; unsigned int arrow_atk : 1; unsigned int combo : 2; // 1:Asura, 2:Kick [Inkfish] unsigned int gangsterparadise : 1; unsigned int rest : 1; unsigned int storage_flag : 2; //0: closed, 1: Normal Storage open, 2: guild storage open [Skotlex] unsigned int snovice_dead_flag : 1; //Explosion spirits on death: 0 off, 1 used. unsigned int abra_flag : 1; // Abracadabra bugfix by Aru unsigned int autocast : 1; // Autospell flag [Inkfish] unsigned int autotrade : 1; //By Fantik unsigned int reg_dirty : 3; //By Skotlex (marks whether registry variables have been saved or not yet) unsigned int showdelay :1; unsigned int showexp :1; unsigned int showzeny :1; unsigned int mainchat :1; //[LuzZza] unsigned int noask :1; // [LuzZza] unsigned int trading :1; //[Skotlex] is 1 only after a trade has started. unsigned int deal_locked :2; //1: Clicked on OK. 2: Clicked on TRADE unsigned int monster_ignore :1; // for monsters to ignore a character [Valaris] [zzo] unsigned int size :2; // for tiny/large types unsigned int night :1; //Holds whether or not the player currently has the SI_NIGHT effect on. [Skotlex] unsigned int blockedmove :1; unsigned int using_fake_npc :1; unsigned int rewarp :1; //Signals that a player should warp as soon as he is done loading a map. [Skotlex] unsigned int killer : 1; unsigned int killable : 1; unsigned int doridori : 1; unsigned int ignoreAll : 1; unsigned int debug_remove_map : 1; // temporary state to track double remove_map's [FlavioJS] unsigned int buyingstore : 1; unsigned int lesseffect : 1; unsigned int vending : 1; unsigned int noks : 3; // [Zeph Kill Steal Protection] unsigned int changemap : 1; short pmap; // Previous map on Map Change unsigned short autoloot; unsigned short autolootid; // [Zephyrus] unsigned short autobonus; //flag to indicate if an autobonus is activated. [Inkfish] struct guild *gmaster_flag; } state; struct { unsigned char no_weapon_damage, no_magic_damage, no_misc_damage; unsigned int restart_full_recover : 1; unsigned int no_castcancel : 1; unsigned int no_castcancel2 : 1; unsigned int no_sizefix : 1; unsigned int no_gemstone : 1; unsigned int intravision : 1; // Maya Purple Card effect [DracoRPG] unsigned int perfect_hiding : 1; // [Valaris] unsigned int no_knockback : 1; unsigned int 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 gmlevel; 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 char head_dir; //0: Look forward. 1: Look right, 2: Look left. unsigned int client_tick; int npc_id,areanpc_id,npc_shopid,touching_id; 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; // internal variable, used in npc menu handling 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{ int npc_id; unsigned int timeout; } progressbar; //Progress Bar [Inkfish] 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; short cook_mastery; // range: [0,1999] [Inkfish] unsigned char blockskill[MAX_SKILL]; int cloneskill_id; int menuskill_id, menuskill_val; int invincible_timer; unsigned int canlog_tick; unsigned int canuseitem_tick; // [Skotlex] unsigned int canusecashfood_tick; unsigned int canequip_tick; // [Inkfish] unsigned int cantalk_tick; unsigned int cansendmail_tick; // [Mail System Flood Protection] unsigned int ks_floodprotect_tick; // [Kill Steal Protection] struct { int nameid; unsigned int tick; } item_delay[MAX_ITEMDELAYS]; // [Paradox924X] 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[RC2_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 ignore_def[RC_MAX]; int itemgrouphealrate[MAX_ITEMGROUP]; short sp_gain_race[RC_MAX]; // zeroed arrays end here. // zeroed structures start here struct s_autospell autospell[15], autospell2[15], autospell3[15]; struct s_addeffect addeff[MAX_PC_BONUS], addeff2[MAX_PC_BONUS]; struct s_addeffectonskill addeff3[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], skillheal2[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 add_drop[MAX_PC_BONUS]; struct { int nameid; int rate; } itemhealrate[MAX_PC_BONUS]; struct { short flag, rate; unsigned char ele; } subele2[MAX_PC_BONUS]; // zeroed structures end here // manually zeroed structures start here. struct s_autobonus autobonus[MAX_PC_BONUS], autobonus2[MAX_PC_BONUS], autobonus3[MAX_PC_BONUS]; //Auto script on attack, when attacked, on skill usage // manually zeroed structures end here. // zeroed vars start here. int atk_rate; 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_rate, speed_add_rate, aspd_add; int itemhealrate2; // [Epoque] Increase heal rate of all healing items. 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 add_heal_rate, add_heal2_rate; short sp_gain_value, hp_gain_value, magic_sp_gain_value, magic_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 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 account IDs of chars devoted to. int reg_num; //Number of registries (type numeric) int regstr_num; //Number of registries (type string) struct script_reg *reg; struct script_regstr *regstr; int trade_partner; struct { struct { short index, amount; } item[10]; int zeny, weight; } deal; bool party_creating; // whether the char is requesting party creation bool party_joining; // whether the char is accepting party invitation int party_invite, party_invite_account; // for handling party invitation (holds party id and account id) int adopt_invite; // Adoption 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 vended_id; int vender_id; int vend_num; char message[MESSAGE_SIZE]; struct s_vending vending[MAX_VENDING]; unsigned int buyer_id; // uid of open buying store struct s_buyingstore buyingstore; struct s_search_store_info searchstore; struct pet_data *pd; struct homun_data *hd; // [blackhole89] struct mercenary_data *md; struct{ int m; //-1 - none, other: map index corresponding to map name. unsigned short index; //map index }feel_map[3];// 0 - Sun; 1 - Moon; 2 - Stars short hate_mob[3]; int pvp_timer; short pvp_point; unsigned short pvp_rank, pvp_lastusers; unsigned short pvp_won, pvp_lost; char eventqueue[MAX_EVENTQUEUE][EVENT_NAME_LENGTH]; int eventtimer[MAX_EVENTTIMER]; unsigned short eventcount; // [celest] unsigned char change_level; // [celest] char fakename[NAME_LENGTH]; // fake names [Valaris] int duel_group; // duel vars [LuzZza] int duel_invite; int killerrid, killedrid; int cashPoints, kafraPoints; int rental_timer; // Auction System [Zephyrus] struct { int index, amount; } auction; // Mail System [Zephyrus] struct { short nameid; int index, amount, zeny; struct mail_data inbox; bool changed; // if true, should sync with charserver on next mailbox request } mail; //Quest log system [Kevin] [Inkfish] int num_quests; int avail_quests; int quest_index[MAX_QUEST_DB]; struct quest quest_log[MAX_QUEST_DB]; bool save_quest; // temporary debug [flaviojs] const char* debug_file; int debug_line; const char* debug_func; unsigned int bg_id; unsigned short user_font; // temporary debugging of bug #3504 const char* delunit_prevfile; int delunit_prevline; }; //Update this max as necessary. 55 is the value needed for Super Baby currently #define MAX_SKILL_TREE 55 //Total number of classes (for data storage) #define CLASS_COUNT (JOB_MAX - JOB_NOVICE_HIGH + JOB_MAX_BASIC) enum weapon_type { W_FIST, //Bare hands W_DAGGER, //1 W_1HSWORD, //2 W_2HSWORD, //3 W_1HSPEAR, //4 W_2HSPEAR, //5 W_1HAXE, //6 W_2HAXE, //7 W_MACE, //8 W_2HMACE, //9 (unused) W_STAFF, //10 W_BOW, //11 W_KNUCKLE, //12 W_MUSICAL, //13 W_WHIP, //14 W_BOOK, //15 W_KATAR, //16 W_REVOLVER, //17 W_RIFLE, //18 W_GATLING, //19 W_SHOTGUN, //20 W_GRENADE, //21 W_HUUMA, //22 W_2HSTAFF, //23 MAX_WEAPON_TYPE, // dual-wield constants W_DOUBLE_DD, // 2 daggers W_DOUBLE_SS, // 2 swords W_DOUBLE_AA, // 2 axes W_DOUBLE_DS, // dagger + sword W_DOUBLE_DA, // dagger + axe W_DOUBLE_SA, // sword + axe }; enum ammo_type { A_ARROW = 1, A_DAGGER, //2 A_BULLET, //3 A_SHELL, //4 A_GRENADE, //5 A_SHURIKEN, //6 A_KUNAI //7 }; //Equip position constants enum equip_pos { EQP_HEAD_LOW = 0x0001, EQP_HEAD_MID = 0x0200, //512 EQP_HEAD_TOP = 0x0100, //256 EQP_HAND_R = 0x0002, EQP_HAND_L = 0x0020, //32 EQP_ARMOR = 0x0010, //16 EQP_SHOES = 0x0040, //64 EQP_GARMENT = 0x0004, EQP_ACC_L = 0x0008, EQP_ACC_R = 0x0080, //128 EQP_AMMO = 0x8000, //32768 }; #define EQP_WEAPON EQP_HAND_R #define EQP_SHIELD EQP_HAND_L #define EQP_ARMS (EQP_HAND_R|EQP_HAND_L) #define EQP_HELM (EQP_HEAD_LOW|EQP_HEAD_MID|EQP_HEAD_TOP) #define EQP_ACC (EQP_ACC_L|EQP_ACC_R) /// Equip positions that use a visible sprite #if PACKETVER < 20110111 #define EQP_VISIBLE EQP_HELM #else #define EQP_VISIBLE (EQP_HELM|EQP_GARMENT) #endif //Equip indexes constants. (eg: sd->equip_index[EQI_AMMO] returns the index //where the arrows are equipped) enum equip_index { EQI_ACC_L = 0, EQI_ACC_R, EQI_SHOES, EQI_GARMENT, EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_AMMO, EQI_MAX }; #define pc_setdead(sd) ( (sd)->state.dead_sit = (sd)->vd.dead_sit = 1 ) #define pc_setsit(sd) ( (sd)->state.dead_sit = (sd)->vd.dead_sit = 2 ) #define pc_isdead(sd) ( (sd)->state.dead_sit == 1 ) #define pc_issit(sd) ( (sd)->vd.dead_sit == 2 ) #define pc_isidle(sd) ( (sd)->chatID || (sd)->state.vending || (sd)->state.buyingstore || DIFF_TICK(last_tick, (sd)->idletime) >= battle_config.idle_no_share ) #define pc_istrading(sd) ( (sd)->npc_id || (sd)->state.vending || (sd)->state.buyingstore || (sd)->state.trading ) #define pc_cant_act(sd) ( (sd)->npc_id || (sd)->state.vending || (sd)->state.buyingstore || (sd)->chatID || (sd)->sc.opt1 || (sd)->state.trading || (sd)->state.storage_flag ) #define pc_setdir(sd,b,h) ( (sd)->ud.dir = (b) ,(sd)->head_dir = (h) ) #define pc_setchatid(sd,n) ( (sd)->chatID = n ) #define pc_ishiding(sd) ( (sd)->sc.option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) ) #define pc_iscloaking(sd) ( !((sd)->sc.option&OPTION_CHASEWALK) && ((sd)->sc.option&OPTION_CLOAK) ) #define pc_ischasewalk(sd) ( (sd)->sc.option&OPTION_CHASEWALK ) #define pc_iscarton(sd) ( (sd)->sc.option&OPTION_CART ) #define pc_isfalcon(sd) ( (sd)->sc.option&OPTION_FALCON ) #define pc_isriding(sd) ( (sd)->sc.option&OPTION_RIDING ) #define pc_isinvisible(sd) ( (sd)->sc.option&OPTION_INVISIBLE ) #define pc_is50overweight(sd) ( (sd)->weight*100 >= (sd)->max_weight*battle_config.natural_heal_weight_rate ) #define pc_is90overweight(sd) ( (sd)->weight*10 >= (sd)->max_weight*9 ) #define pc_maxparameter(sd) ( (sd)->class_&JOBL_BABY ? battle_config.max_baby_parameter : battle_config.max_parameter ) #define pc_stop_walking(sd, type) unit_stop_walking(&(sd)->bl, type) #define pc_stop_attack(sd) unit_stop_attack(&(sd)->bl) //Weapon check considering dual wielding. #define pc_check_weapontype(sd, type) ((type)&((sd)->status.weapon < MAX_WEAPON_TYPE? \ 1<<(sd)->status.weapon:(1<<(sd)->weapontype1)|(1<<(sd)->weapontype2))) //Checks if the given class value corresponds to a player class. [Skotlex] #define pcdb_checkid(class_) \ ( \ ( (class_) >= JOB_NOVICE && (class_) < JOB_MAX_BASIC ) \ || ( (class_) >= JOB_NOVICE_HIGH && (class_) <= JOB_SOUL_LINKER ) \ || ( (class_) >= JOB_RUNE_KNIGHT && (class_) <= JOB_MECHANIC_H2 ) \ || ( (class_) >= JOB_BABY_RUNE && (class_) < JOB_MAX ) \ ) int pc_class2idx(int class_); int pc_isGM(struct map_session_data *sd); int pc_getrefinebonus(int lv,int type); bool pc_can_give_items(int level); int pc_setrestartvalue(struct map_session_data *sd,int type); int pc_makesavestatus(struct map_session_data *); void pc_respawn(struct map_session_data* sd, clr_type clrtype); int pc_setnewpc(struct map_session_data*,int,int,int,unsigned int,int,int); bool pc_authok(struct map_session_data* sd, int, time_t, int gmlevel, struct mmo_charstatus* status); void pc_authfail(struct map_session_data *); int pc_reg_received(struct map_session_data *sd); int pc_isequip(struct map_session_data *sd,int n); int pc_equippoint(struct map_session_data *sd,int n); int pc_setinventorydata(struct map_session_data *sd); int pc_checkskill(struct map_session_data *sd,int skill_id); int pc_checkallowskill(struct map_session_data *sd); int pc_checkequip(struct map_session_data *sd,int pos); int pc_calc_skilltree(struct map_session_data *sd); int pc_calc_skilltree_normalize_job(struct map_session_data *sd); int pc_clean_skilltree(struct map_session_data *sd); #define pc_checkoverhp(sd) (sd->battle_status.hp == sd->battle_status.max_hp) #define pc_checkoversp(sd) (sd->battle_status.sp == sd->battle_status.max_sp) int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype); int pc_setsavepoint(struct map_session_data*,short,int,int); int pc_randomwarp(struct map_session_data *sd,clr_type type); int pc_warpto(struct map_session_data* sd, struct map_session_data* pl_sd); int pc_recall(struct map_session_data* sd, struct map_session_data* pl_sd); int pc_memo(struct map_session_data* sd, int pos); int pc_checkadditem(struct map_session_data*,int,int); int pc_inventoryblank(struct map_session_data*); int pc_search_inventory(struct map_session_data *sd,int item_id); int pc_payzeny(struct map_session_data*,int); int pc_additem(struct map_session_data*,struct item*,int); int pc_getzeny(struct map_session_data*,int); int pc_delitem(struct map_session_data*,int,int,int,short); // Special Shop System void pc_paycash(struct map_session_data *sd, int price, int points); void pc_getcash(struct map_session_data *sd, int cash, int points); int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount); int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type); int pc_putitemtocart(struct map_session_data *sd,int idx,int amount); int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount); int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount); int pc_takeitem(struct map_session_data*,struct flooritem_data*); int pc_dropitem(struct map_session_data*,int,int); bool pc_isequipped(struct map_session_data *sd, int nameid); bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd ); bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd); int pc_updateweightstatus(struct map_session_data *sd); int pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short atk_type,const char *o_script,unsigned short pos,bool onskill); int pc_exeautobonus(struct map_session_data* sd,struct s_autobonus *bonus); int pc_endautobonus(int tid, unsigned int tick, int id, intptr data); int pc_delautobonus(struct map_session_data* sd,struct s_autobonus *bonus,char max,bool restore); int pc_bonus(struct map_session_data*,int,int); int pc_bonus2(struct map_session_data *sd,int,int,int); int pc_bonus3(struct map_session_data *sd,int,int,int,int); int pc_bonus4(struct map_session_data *sd,int,int,int,int,int); int pc_bonus5(struct map_session_data *sd,int,int,int,int,int,int); int pc_skill(struct map_session_data* sd, int id, int level, int flag); int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip); int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int skilllv); int pc_steal_coin(struct map_session_data *sd,struct block_list *bl); int pc_modifybuyvalue(struct map_session_data*,int); int pc_modifysellvalue(struct map_session_data*,int); int pc_follow(struct map_session_data*, int); // [MouseJstr] int pc_stop_following(struct map_session_data*); unsigned int pc_maxbaselv(struct map_session_data *sd); unsigned int pc_maxjoblv(struct map_session_data *sd); int pc_checkbaselevelup(struct map_session_data *sd); int pc_checkjoblevelup(struct map_session_data *sd); int pc_gainexp(struct map_session_data*,struct block_list*,unsigned int,unsigned int, bool); unsigned int pc_nextbaseexp(struct map_session_data *); unsigned int pc_thisbaseexp(struct map_session_data *); unsigned int pc_nextjobexp(struct map_session_data *); unsigned int pc_thisjobexp(struct map_session_data *); int pc_need_status_point(struct map_session_data *,int); int pc_statusup(struct map_session_data*,int); int pc_statusup2(struct map_session_data*,int,int); int pc_skillup(struct map_session_data*,int); int pc_allskillup(struct map_session_data*); int pc_resetlvl(struct map_session_data*,int type); int pc_resetstate(struct map_session_data*); int pc_resetskill(struct map_session_data*, int); int pc_resetfeel(struct map_session_data*); int pc_resethate(struct map_session_data*); int pc_equipitem(struct map_session_data*,int,int); int pc_unequipitem(struct map_session_data*,int,int); int pc_checkitem(struct map_session_data*); int pc_useitem(struct map_session_data*,int); int pc_skillatk_bonus(struct map_session_data *sd, int skill_num); int pc_skillheal_bonus(struct map_session_data *sd, int skill_num); int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num); void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp); int pc_dead(struct map_session_data *sd,struct block_list *src); void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp); void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type); int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp); int pc_percentheal(struct map_session_data *sd,int,int); int pc_jobchange(struct map_session_data *,int, int); int pc_setoption(struct map_session_data *,int); int pc_setcart(struct map_session_data* sd, int type); int pc_setfalcon(struct map_session_data* sd, int flag); int pc_setriding(struct map_session_data* sd, int flag); int pc_changelook(struct map_session_data *,int,int); int pc_equiplookall(struct map_session_data *sd); int pc_readparam(struct map_session_data*,int); int pc_setparam(struct map_session_data*,int,int); int pc_readreg(struct map_session_data*,int); int pc_setreg(struct map_session_data*,int,int); char *pc_readregstr(struct map_session_data *sd,int reg); int pc_setregstr(struct map_session_data *sd,int reg,const char *str); #define pc_readglobalreg(sd,reg) pc_readregistry(sd,reg,3) #define pc_setglobalreg(sd,reg,val) pc_setregistry(sd,reg,val,3) #define pc_readglobalreg_str(sd,reg) pc_readregistry_str(sd,reg,3) #define pc_setglobalreg_str(sd,reg,val) pc_setregistry_str(sd,reg,val,3) #define pc_readaccountreg(sd,reg) pc_readregistry(sd,reg,2) #define pc_setaccountreg(sd,reg,val) pc_setregistry(sd,reg,val,2) #define pc_readaccountregstr(sd,reg) pc_readregistry_str(sd,reg,2) #define pc_setaccountregstr(sd,reg,val) pc_setregistry_str(sd,reg,val,2) #define pc_readaccountreg2(sd,reg) pc_readregistry(sd,reg,1) #define pc_setaccountreg2(sd,reg,val) pc_setregistry(sd,reg,val,1) #define pc_readaccountreg2str(sd,reg) pc_readregistry_str(sd,reg,1) #define pc_setaccountreg2str(sd,reg,val) pc_setregistry_str(sd,reg,val,1) int pc_readregistry(struct map_session_data*,const char*,int); int pc_setregistry(struct map_session_data*,const char*,int,int); char *pc_readregistry_str(struct map_session_data*,const char*,int); int pc_setregistry_str(struct map_session_data*,const char*,const char*,int); int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name); int pc_deleventtimer(struct map_session_data *sd,const char *name); int pc_cleareventtimer(struct map_session_data *sd); int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick); int pc_calc_pvprank(struct map_session_data *sd); int pc_calc_pvprank_timer(int tid, unsigned int tick, int id, intptr data); int pc_ismarried(struct map_session_data *sd); int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd); int pc_divorce(struct map_session_data *sd); struct map_session_data *pc_get_partner(struct map_session_data *sd); struct map_session_data *pc_get_father(struct map_session_data *sd); struct map_session_data *pc_get_mother(struct map_session_data *sd); struct map_session_data *pc_get_child(struct map_session_data *sd); void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick); void pc_regen (struct map_session_data *sd, unsigned int diff_tick); void pc_setstand(struct map_session_data *sd); int pc_candrop(struct map_session_data *sd,struct item *item); int pc_jobid2mapid(unsigned short b_class); // Skotlex int pc_mapid2jobid(unsigned short class_, int sex); // Skotlex const char * job_name(int class_); struct skill_tree_entry { short id; unsigned char max; unsigned char joblv; struct { short id; unsigned char lv; } need[MAX_PC_SKILL_REQUIRE]; }; // Celest extern struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE]; struct sg_data { short anger_id; short bless_id; short comfort_id; char feel_var[NAME_LENGTH]; char hate_var[NAME_LENGTH]; int (*day_func)(void); }; extern const struct sg_data sg_info[MAX_PC_FEELHATE]; void pc_setinvincibletimer(struct map_session_data* sd, int val); void pc_delinvincibletimer(struct map_session_data* sd); int pc_addspiritball(struct map_session_data *sd,int,int); int pc_delspiritball(struct map_session_data *sd,int,int); void pc_addfame(struct map_session_data *sd,int count); unsigned char pc_famerank(int char_id, int job); int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl); extern struct fame_list smith_fame_list[MAX_FAME_LIST]; extern struct fame_list chemist_fame_list[MAX_FAME_LIST]; extern struct fame_list taekwon_fame_list[MAX_FAME_LIST]; int pc_readdb(void); int do_init_pc(void); void do_final_pc(void); enum {ADDITEM_EXIST,ADDITEM_NEW,ADDITEM_OVERAMOUNT}; // timer for night.day extern int day_timer_tid; extern int night_timer_tid; int map_day_timer(int tid, unsigned int tick, int id, intptr data); // by [yor] int map_night_timer(int tid, unsigned int tick, int id, intptr data); // by [yor] // Rental System void pc_inventory_rentals(struct map_session_data *sd); int pc_inventory_rental_clear(struct map_session_data *sd); void pc_inventory_rental_add(struct map_session_data *sd, int seconds); int pc_read_motd(void); // [Valaris] int pc_disguise(struct map_session_data *sd, int class_); #endif /* _PC_H_ */