1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
|
// 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 "map.h"
#include "unit.h"
#define OPTION_MASK 0xd7b8
#define CART_MASK 0x788
//Update this max as necessary. 53 is the value needed for Super Baby currently
#define MAX_SKILL_TREE 53
enum {
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_UNKNOWN, //View 9 seems unused anywhere
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_SHOTGUN, //19
W_GATLING, //20
W_GRENADE, //21
W_HUUMA, //22
MAX_WEAPON_TYPE
} weapon_type;
enum {
A_ARROW = 1,
A_DAGGER, //2
A_BULLET, //3
A_SHELL, //4
A_GRENADE, //5
A_SHURIKEN, //6
A_KUNAI //7
} ammo_type;
//Equip position constants
enum {
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
} equip_pos_enum;
#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 indexes constants. (eg: sd->equip_index[EQI_AMMO] returns the index
//where the arrows are equipped)
enum {
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
} equip_index_enum;
#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_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&CART_MASK)
#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*2 >= sd->max_weight)
#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_attack(sd) { if (sd->ud.attacktimer!=-1) { unit_stop_attack(&sd->bl); sd->ud.target = 0; } }
#define pc_stop_walking(sd, type) { if (sd->ud.walktimer!=-1) unit_stop_walking(&sd->bl, type); }
//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_XMAS || (class_ >= JOB_NOVICE_HIGH && class_ <= JOB_SOUL_LINKER))
int pc_isGM(struct map_session_data *sd);
int pc_getrefinebonus(int lv,int type);
int pc_can_give_items(int level); //[Lupus]
int pc_setrestartvalue(struct map_session_data *sd,int type);
int pc_makesavestatus(struct map_session_data *);
int pc_setnewpc(struct map_session_data*,int,int,int,unsigned int,int,int);
int pc_authok(struct map_session_data*, int, time_t, struct mmo_charstatus *);
int 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_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*,unsigned short,int,int,int);
int pc_setsavepoint(struct map_session_data*,short,int,int);
int pc_randomwarp(struct map_session_data *sd,int type);
int pc_memo(struct map_session_data *sd,int i);
int pc_remove_map(struct map_session_data *sd,int clrtype);
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);
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);
int pc_checkweighticon(struct map_session_data *sd);
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_skill(struct map_session_data*,int,int,int);
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 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);
unsigned int pc_nextbaseexp(struct map_session_data *);
unsigned int pc_nextjobexp(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_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);
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 pc_setriding(struct map_session_data *sd);
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,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*,char*,int);
int pc_setregistry(struct map_session_data*,char*,int,int);
char *pc_readregistry_str(struct map_session_data*,char*,int);
int pc_setregistry_str(struct map_session_data*,char*,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,int 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);
int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd,struct map_session_data *jasd);
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);
int pc_set_gm_level(int account_id, int level);
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
char * job_name(int class_);
struct skill_tree_entry {
short id;
unsigned char max;
unsigned char joblv;
struct {
short id;
unsigned char lv;
} need[5];
}; // Celest
extern struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
int pc_read_gm_account(int fd);
int pc_setinvincibletimer(struct map_session_data *sd,int);
int 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_eventtimer(int tid,unsigned int tick,int id,int data); // for npc_dequeue
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,unsigned int,int,int); // by [yor]
int map_night_timer(int,unsigned int,int,int); // by [yor]
int pc_read_motd(void); // [Valaris]
int pc_disguise(struct map_session_data *sd, int class_);
#endif
|