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// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#ifndef	_MMO_H_
#define	_MMO_H_

#include <time.h>
#include "cbasetypes.h"
#include "utils.h" // _WIN32

// server protocol version
#ifndef PACKETVER
	#define PACKETVER			8
#endif

#define FIFOSIZE_SERVERLINK	256*1024

//Remove/Comment this line to disable sc_data saving. [Skotlex]
#define ENABLE_SC_SAVING 

#define MAX_MAP_PER_SERVER 1024
#define MAX_INVENTORY 100
//Max number of characters per account. Note that changing this setting alone is not enough if the client is not hexed to support more characters as well.
#define MAX_CHARS 9
//Number of slots carded equipment can have. Never set to less than 4 as they are also used to keep the data of forged items/equipment. [Skotlex]
//Note: The client seems unable to receive data for more than 4 slots due to all related packets having a fixed size.
#define MAX_SLOTS 4
#define MAX_AMOUNT 30000
#define MAX_ZENY 1000000000
#define MAX_FAME 1000000000
#define MAX_CART 100
#define MAX_SKILL 1100 // Bumped to 1100 for new quest skills, will need to further increase one day... [DracoRPG]
#define GLOBAL_REG_NUM 96
#define ACCOUNT_REG_NUM 64
#define ACCOUNT_REG2_NUM 16
//Should hold the max of GLOBAL/ACCOUNT/ACCOUNT2 (needed for some arrays that hold all three)
#define MAX_REG_NUM 96
#define DEFAULT_WALK_SPEED 150
#define MIN_WALK_SPEED 0
#define MAX_WALK_SPEED 1000
#define MAX_STORAGE 300
#define MAX_GUILD_STORAGE 1000
#define MAX_PARTY 12
#define MAX_GUILD 16+10*6	// increased max guild members +6 per 1 extension levels [Lupus]
#define MAX_GUILDPOSITION 20	// increased max guild positions to accomodate for all members [Valaris] (removed) [PoW]
#define MAX_GUILDEXPULSION 32
#define MAX_GUILDALLIANCE 16
#define MAX_GUILDSKILL	15 // increased max guild skills because of new skills [Sara-chan]
#define MAX_GUILDCASTLE 24	// increased to include novice castles [Valaris]
#define MAX_GUILDLEVEL 50
#define MAX_GUARDIANS 8	//Local max per castle. [Skotlex]

#define MIN_HAIR_STYLE battle_config.min_hair_style
#define MAX_HAIR_STYLE battle_config.max_hair_style
#define MIN_HAIR_COLOR battle_config.min_hair_color
#define MAX_HAIR_COLOR battle_config.max_hair_color
#define MIN_CLOTH_COLOR battle_config.min_cloth_color
#define MAX_CLOTH_COLOR battle_config.max_cloth_color

// for produce
#define MIN_ATTRIBUTE 0
#define MAX_ATTRIBUTE 4
#define ATTRIBUTE_NORMAL 0
#define MIN_STAR 0
#define MAX_STAR 3

#define MIN_PORTAL_MEMO 0
#define MAX_PORTAL_MEMO 2

#define MAX_STATUS_TYPE 5

#define WEDDING_RING_M 2634
#define WEDDING_RING_F 2635

//For character names, title names, guilds, maps, etc.
//Includes null-terminator as it is the length of the array.
#define NAME_LENGTH 24
//For item names, which tend to have much longer names.
#define ITEM_NAME_LENGTH 50
//For Map Names, which the client considers to be 16 in length including the .gat extension
#define MAP_NAME_LENGTH 12
#define MAP_NAME_LENGTH_EXT 16

#define MAX_FRIENDS 40
#define MAX_MEMOPOINTS 10

//Size of the fame list arrays.
#define MAX_FAME_LIST 10
//These max values can be exceeded and the char/map servers will update them with no problems
//These are just meant to minimize the updating needed between char/map servers as players login.
//Room for initial 10K accounts
#define DEFAULT_MAX_ACCOUNT_ID 2010000

#define START_ACCOUNT_NUM 2000000
#define END_ACCOUNT_NUM 100000000

//Room for initial 100k characters
#define DEFAULT_MAX_CHAR_ID 250000

#define CHAR_CONF_NAME  "conf/char_athena.conf"

//Base Homun skill.
#define HM_SKILLBASE 8000
#define MAX_HOMUNSKILL 16
#define MAX_HOMUNCULUS_CLASS	16	//[orn]
#define HM_CLASS_BASE 6001
#define HM_CLASS_MAX (HM_CLASS_BASE+MAX_HOMUNCULUS_CLASS-1)

struct item {
	int id;
	short nameid;
	short amount;
	unsigned short equip;
	char identify;
	char refine;
	char attribute;
	short card[MAX_SLOTS];
};

struct point{
	unsigned short map;
	short x,y;
};

struct skill {
	unsigned short id,lv,flag;
};

struct global_reg {
	char str[32];
	char value[256]; // [zBuffer]
};

//Holds array of global registries, used by the char server and converter.
struct accreg {
	int account_id, char_id;
	int reg_num;
	struct global_reg reg[MAX_REG_NUM];
};

//For saving status changes across sessions. [Skotlex]
struct status_change_data {
	unsigned short type; //SC_type
	int val1, val2, val3, val4, tick; //Remaining duration.
};

struct s_pet {
	int account_id;
	int char_id;
	int pet_id;
	short class_;
	short level;
	short egg_id;//pet egg id
	short equip;//pet equip name_id
	short intimate;//pet friendly
	short hungry;//pet hungry
	char name[NAME_LENGTH];
	char rename_flag;
	char incuvate;
};

struct s_homunculus {	//[orn]
	char name[NAME_LENGTH];
	int hom_id;
	int char_id;
	short class_;
	int hp,max_hp,sp,max_sp;
	unsigned int intimacy;	//[orn]
	short hunger;
	struct skill hskill[MAX_HOMUNSKILL]; //albator
	short skillpts;
	short level;
	unsigned int exp;
	short rename_flag;
	short vaporize; //albator
	int str ;
	int agi ;
	int vit ;
	int int_ ;
	int dex ;
	int luk ;
};

struct friend {
	int account_id;
	int char_id;
	char name[NAME_LENGTH];
};

struct mmo_charstatus {
	int char_id;
	int account_id;
	int partner_id;
	int father;
	int mother;
	int child;

	unsigned int base_exp,job_exp;
	int zeny;

	short class_;
	unsigned short status_point,skill_point;
	int hp,max_hp,sp,max_sp;
	unsigned int option;
	short manner;
	unsigned char karma;
	short hair,hair_color,clothes_color;
	int party_id,guild_id,pet_id,hom_id;
	int fame;

	short weapon,shield;
	short head_top,head_mid,head_bottom;

	char name[NAME_LENGTH];
	unsigned int base_level,job_level;
	short str,agi,vit,int_,dex,luk;
	unsigned char char_num,sex;

	uint32 mapip;
	uint16 mapport;

	struct point last_point,save_point,memo_point[MAX_MEMOPOINTS];
	struct item inventory[MAX_INVENTORY],cart[MAX_CART];
	struct skill skill[MAX_SKILL];

	struct friend friends[MAX_FRIENDS]; //New friend system [Skotlex]
};

struct registry {
	int global_num;
	struct global_reg global[GLOBAL_REG_NUM];
	int account_num;
	struct global_reg account[ACCOUNT_REG_NUM];
	int account2_num;
	struct global_reg account2[ACCOUNT_REG2_NUM];
};

struct storage {
	int dirty;
	int account_id;
	short storage_status;
	short storage_amount;
	struct item storage_[MAX_STORAGE];
};

struct guild_storage {
	int dirty;
	int guild_id;
	short storage_status;
	short storage_amount;
	struct item storage_[MAX_GUILD_STORAGE];
};

struct map_session_data;

struct gm_account {
	int account_id;
	int level;
};

struct party_member {
	int account_id;
	int char_id;
	char name[NAME_LENGTH];
	unsigned short class_;
	unsigned short map;
	unsigned short lv;
	unsigned leader : 1,
				online : 1;
};

struct party {
	int party_id;
	char name[NAME_LENGTH];
	unsigned char count; //Count of online characters.
	unsigned exp : 1,
				item : 2; //&1: Party-Share (round-robin), &2: pickup style: shared.
	struct party_member member[MAX_PARTY];
};

struct guild_member {
	int account_id, char_id;
	short hair,hair_color,gender,class_,lv;
	unsigned int exp;
	int exp_payper;
	short online,position;
	int rsv1,rsv2;
	char name[NAME_LENGTH];
	struct map_session_data *sd;
	unsigned char modified;
};

struct guild_position {
	char name[NAME_LENGTH];
	int mode;
	int exp_mode;
	unsigned char modified;
};

struct guild_alliance {
	int opposition;
	int guild_id;
	char name[NAME_LENGTH];
};

struct guild_expulsion {
	char name[NAME_LENGTH];
	char mes[40];
	char acc[40];
	int account_id;
	int rsv1,rsv2,rsv3;
};

struct guild_skill {
	int id,lv;
};

struct guild {
	int guild_id;
	short guild_lv, connect_member, max_member, average_lv;
	unsigned int exp,next_exp;
	int skill_point;
#ifdef TXT_ONLY
	//FIXME: Gotta remove this variable completely, but doing so screws up the format of the txt save file...
	int castle_id;
#endif
	char name[NAME_LENGTH],master[NAME_LENGTH];
	struct guild_member member[MAX_GUILD];
	struct guild_position position[MAX_GUILDPOSITION];
	char mes1[60],mes2[120];
	int emblem_len,emblem_id;
	char emblem_data[2048];
	struct guild_alliance alliance[MAX_GUILDALLIANCE];
	struct guild_expulsion expulsion[MAX_GUILDEXPULSION];
	struct guild_skill skill[MAX_GUILDSKILL];
#ifndef TXT_ONLY
	unsigned short save_flag;
#endif
};

struct guild_castle {
	int castle_id;
	char map_name[MAP_NAME_LENGTH];
	char castle_name[NAME_LENGTH];
	char castle_event[NAME_LENGTH];
	int guild_id;
	int economy;
	int defense;
	int triggerE;
	int triggerD;
	int nextTime;
	int payTime;
	int createTime;
	int visibleC;
	struct {
		unsigned visible : 1;
		int hp;
		int id;
	} guardian[MAX_GUARDIANS]; //New simplified structure. [Skotlex]
};
struct square {
	int val1[5];
	int val2[5];
};

struct fame_list {
	int id;
	int fame;
	char name[NAME_LENGTH];
};

enum {
	GBI_EXP	=1,		// �M���h��EXP
	GBI_GUILDLV,		// �M���h��Lv
	GBI_SKILLPOINT,		// �M���h�̃X�L���|�C���g
	GBI_SKILLLV,		// �M���h�X�L��Lv
};

enum {
	GMI_POSITION	=0,		// �����o�[�̖�E�ύX
	GMI_EXP,
	GMI_HAIR,
	GMI_HAIR_COLOR,
	GMI_GENDER,
	GMI_CLASS,
	GMI_LEVEL,
};

enum {
	GD_SKILLBASE=10000,
	GD_APPROVAL=10000,
	GD_KAFRACONTRACT=10001,
	GD_GUARDIANRESEARCH=10002,
	GD_GUARDUP=10003,
	GD_EXTENSION=10004,
	GD_GLORYGUILD=10005,
	GD_LEADERSHIP=10006,
	GD_GLORYWOUNDS=10007,
	GD_SOULCOLD=10008,
	GD_HAWKEYES=10009,
	GD_BATTLEORDER=10010,
	GD_REGENERATION=10011,
	GD_RESTORE=10012,
	GD_EMERGENCYCALL=10013,
	GD_DEVELOPMENT=10014,
};


//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,
};

#endif /* _MMO_H_ */