summaryrefslogblamecommitdiff
path: root/src/map/map.h
blob: 94f6c894eb6cf0c365ae13f0d3d550beb86c4367 (plain) (tree)

































                                                                                          


                                     
                        




                                  
                       






                            

                                                                           

                      

                                         


























                                                                                                                

                          








































































                                                                                                            










                                                                                                                                

                        




                                                


                                                                                             
                                             



                                   















                       













                       

















                                                   






































                                                                       




                                           







                                  
                                       
                                                                       
                                                                

                                                                                  
                         



                               
                      

                           
                            


                                     
                           
                                  




                                                  
                                      


                 






























                                                                                                                   







                        

                             


                                 




                                                           
                               

   






                               

                                                                                       

                                                                                              





                                
                             

                              


                              






                                              


                                                

   
                   









                                               


                               






                              
                             
                             

                                                                             
                                 



                                                                                                                          

                                            



                                                


                                               



                                                                                                                
                                            
                                               
                                             








                                                                                                                   
                                               

                                                                                      





                                                                                                                                                            
                                         
                                            












                                                   














                                                                                                                                                                
                                               
                                
                                  





                                                                                                                                                 
                                                        

                              
                                                                      







                                        




                                                                       


                                           
                                                    
                           
                                        

                              


                                                     
                                   


                                                                                 


                                       
                                                      
         
                                                                                        
                                                                            
                             

                              



                                                    
                                      
                                      

                                 
                                   
                                   


                                                          
                                   
                                   
                              

                                 


                                                           
                                    
                                   
                                        

                                             







                                                                                                               
                             



                                      
                                   
                                                     


















                                                                                     
                                           
                                                                                                                           
         





                                              
                                            

                                 

                                                                                             







                                                                                       




                                                                                                 






                                                                               

                                                                                                 




                                           






                                      


























                                                                                                  
                             
 

                                                 



                                                                                 



















                                                                          



                                            





















                                   
                                                                         
                              
                                                                                                          
                 
                      



                                           
                                    
 




                                             
                                    


                         
                                                    

                                      
                                                           

























                                                                                                                    















                                                                                                  

                              
                              
                              
                                                                                                                  
                                 




                                                                                                                




                                                                                            

                                                                                                     

                                                                                                                        
                                                                                                                            
                                              

                                                         
                                            
                                    

                                            
                                              


                         
                                                                                                                               
                                  


                                                              
                      
                              
                                        
                                                                                                   
                   
                                   
                                    


                                                                                


                         
                                   

                             
         
                        
                                               


                            




                              
                                                       



                                 










                                                                      

                                   
                     
                               



                                    

                              

                             
                                   
                           

                              


                       
                     

                                
                                         
                 
                             
                                                   
                                                                                       




































                                                                                                                    

                                                      


                                      









                                                                     














                                                                                        
                          
























                                                                                            















                                                                         
                                                          
                                                                                     
                                     
                                        







                                               

                                                                        
                                             
                                     

                                                        





















































                                                                                                                              
                                             

                                                          

                                                                               
                                                                                                                                        
                                                                                                                 




                                                                                                                  
                                                                                                                             


                                                                                                            
                                                    



                                                      






















                                                                                                                                               
                                                                                    
                                                           
                                                                                      









                                                                           
                       













































                                                                                                           
                                                   





























                                                                             
                                                                                             
                                                                                                  














                                                                                                                                   
                                                                                                      









                                                                                                                                       


































                                                                            
                                                                                                         


                                                                                                     
                                                                                                     

                                                                                                  

















                                                                                                                 
                                                                                      


































                                        


















                                     










                                     


                          







                                           
                                                



                                                                                                        




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

#ifndef _MAP_H_
#define _MAP_H_

#include <stdarg.h>
#include "../common/mmo.h"
#include "../common/mapindex.h"
#include "../common/db.h"

//Uncomment to enable the Cell Stack Limit mod. (EXPERIMENTAL)
//It's only config is the battle_config cell_stack_limit.
//Only chars affected are those defined in BL_CHAR (mobs and players currently)
//#define CELL_NOSTACK

#define MAX_PC_CLASS 4050
#define PC_CLASS_BASE 0
#define PC_CLASS_BASE2 (PC_CLASS_BASE + 4001)
#define PC_CLASS_BASE3 (PC_CLASS_BASE2 + 22)
#define MAX_NPC_PER_MAP 512
#define BLOCK_SIZE 8
#define AREA_SIZE battle_config.area_size
#define LIFETIME_FLOORITEM 60
#define DAMAGELOG_SIZE 30
#define LOOTITEM_SIZE 10
#define MAX_STATUSCHANGE 250
//Quick defines to know which are the min-max common ailments. [Skotlex]
//Because of the way the headers are included.. these must be replaced for actual values.
//Remember to update as needed! Min is SC_STONE and max is SC_DPOISON currently.
#define SC_COMMON_MIN 0
#define SC_COMMON_MAX 10

#define MAX_SKILL_LEVEL 100
#define MAX_SKILLUNITGROUP 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 1000
#define MAX_WALKPATH 32
#define MAX_DROP_PER_MAP 48
#define MAX_IGNORE_LIST 80
#define MAX_VENDING 12
#define MOBID_EMPERIUM 1288

#define MAX_PC_BONUS 10
//Designed for search functions, species max number of matches to display.
#define MAX_SEARCH 5
#define MAX_DUEL 1024

#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, // [Valaris]
//2_1 classes
	MAPID_SUPER_NOVICE = JOBL_2_1|0x0,
	MAPID_KNIGHT,
	MAPID_WIZARD,
	MAPID_HUNTER,
	MAPID_PRIEST,
	MAPID_BLACKSMITH,
	MAPID_ASSASSIN,
	MAPID_STAR_GLADIATOR,
//2_2 classes
	MAPID_CRUSADER = JOBL_2_2|0x1,
	MAPID_SAGE,
	MAPID_BARDDANCER,
	MAPID_MONK,
	MAPID_ALCHEMIST,
	MAPID_ROGUE,
	MAPID_SOUL_LINKER,
//1-1, advanced
	MAPID_NOVICE_HIGH = JOBL_UPPER|0x0,
	MAPID_SWORDMAN_HIGH,
	MAPID_MAGE_HIGH,
	MAPID_ARCHER_HIGH,
	MAPID_ACOLYTE_HIGH,
	MAPID_MERCHANT_HIGH,
	MAPID_THIEF_HIGH,
//2_1 advanced
	MAPID_LORD_KNIGHT = JOBL_UPPER|JOBL_2_1|0x1,
	MAPID_HIGH_WIZARD,
	MAPID_SNIPER,
	MAPID_HIGH_PRIEST,
	MAPID_WHITESMITH,
	MAPID_ASSASSIN_CROSS,
//2_2 advanced
	MAPID_PALADIN = JOBL_UPPER|JOBL_2_2|0x1,
	MAPID_PROFESSOR,
	MAPID_CLOWNGYPSY,
	MAPID_CHAMPION,
	MAPID_CREATOR,
	MAPID_STALKER,
//1-1 baby
	MAPID_BABY = JOBL_BABY|0x0,
	MAPID_BABY_SWORDMAN,
	MAPID_BABY_MAGE,
	MAPID_BABY_ARCHER,
	MAPID_BABY_ACOLYTE,
	MAPID_BABY_MERCHANT,
	MAPID_BABY_THIEF,
	MAPID_BABY_TAEKWON,
//2_1 baby
	MAPID_SUPER_BABY = JOBL_BABY|JOBL_2_1|0x0,
	MAPID_BABY_KNIGHT,
	MAPID_BABY_WIZARD,
	MAPID_BABY_HUNTER,
	MAPID_BABY_PRIEST,
	MAPID_BABY_BLACKSMITH,
	MAPID_BABY_ASSASSIN,
	MAPID_BABY_STAR_GLADIATOR,
//2_2 baby
	MAPID_BABY_CRUSADER = JOBL_BABY|JOBL_2_2|0x1,
	MAPID_BABY_SAGE,
	MAPID_BABY_BARDDANCER,
	MAPID_BABY_MONK,
	MAPID_BABY_ALCHEMIST,
	MAPID_BABY_ROGUE,
	MAPID_BABY_SOUL_LINKER,
};

//Don't change this, as the client seems to always send/receive 80 characters as it currently is. [Skotlex]
#define MESSAGE_SIZE 80

#define DEFAULT_AUTOSAVE_INTERVAL 60*1000

//Specifies maps where players may hit each other
#define map_flag_vs(m) (map[m].flag.pvp || map[m].flag.gvg_dungeon || map[m].flag.gvg || (agit_flag && map[m].flag.gvg_castle))
//Specifies maps that have special GvG/WoE restrictions
#define map_flag_gvg(m) (map[m].flag.gvg || (agit_flag && map[m].flag.gvg_castle))

//This stackable implementation does not means a BL can be more than one type at a time, but it's 
//meant to make it easier to check for multiple types at a time on invocations such as
// map_foreach* calls [Skotlex]
enum { 
	BL_NUL = 0x000,
	BL_PC = 0x001,
	BL_MOB = 0x002,
	BL_PET = 0x004,
	BL_HOMUNCULUS = 0x008,	//[blackhole89]
	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_HOMUNCULUS)
#define BL_ALL 0xfff

enum { 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
};

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;
	} 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;
	} 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,
		hit, flee, cri, flee2,
		def2, mdef2,
		speed,
		amotion, adelay, dmotion,
		mode;
	short aspd_rate;
	unsigned char
		def, mdef,
		def_ele, ele_lv,
		size, race;
	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[MAX_STATUSCHANGE];
	short count;
	short opt1,opt2,opt3;
	unsigned short option;
};

struct vending {
	short index;
	unsigned short amount;
	unsigned int value;
};

struct weapon_data {
	int atkmods[3];
	// all the variables except atkmods get zero'ed in each call of status_calc_pc
	// NOTE: if you want to add a non-zeroed variable, you need to update the memset call
	//  in status_calc_pc as well! All the following are automatically zero'ed. [Skotlex]
	int 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];

	short ignore_def_mob;
	struct drain_data {
		short rate;
		short per;
		short value;
		unsigned type:1;
	} hp_drain[RC_MAX], sp_drain[RC_MAX];

	short add_damage_classid[MAX_PC_BONUS];
	int add_damage_classrate[MAX_PC_BONUS];
	int add_damage_class_count;
};

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;
};
struct npc_data;
struct pet_db;
struct item_data;
struct square;

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;
	//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;
		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_flag : 4;
		// originally by Qamera, adapted by celest
		unsigned event_death : 1;
		unsigned event_kill_pc : 1;
		unsigned event_disconnect : 1;
		unsigned event_kill_mob : 1;
		// Abracadabra bugfix by Aru
		unsigned abra_flag : 1;
		unsigned autotrade : 1;	//By Fantik
		unsigned perfect_hiding : 1; // [Valaris]
		unsigned reg_dirty : 3; //By Skotlex (marks whether registry variables have been saved or not yet)
		unsigned showdelay :1;
		unsigned showexp :1;
		unsigned showzeny :1;
		unsigned mainchat :1; //[LuzZza] 
		unsigned 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 short autoloot;
		struct guild *gmaster_flag;
	} state;
	struct {
		unsigned killer : 1;
		unsigned killable : 1;
		unsigned restart_full_recover : 1;
		unsigned no_castcancel : 1;
		unsigned no_castcancel2 : 1;
		unsigned no_sizefix : 1;
		unsigned no_magic_damage : 1;
		unsigned no_weapon_damage : 1;
		unsigned no_gemstone : 1;
		unsigned intravision : 1; // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
	} special_state;
	int char_id, login_id1, login_id2, sex;
	unsigned short class_;	//This is the internal job ID used by the map server to simplify comparisons/queries/etc. [Skotlex]

	int packet_ver;  // 5: old, 6: 7july04, 7: 13july04, 8: 26july04, 9: 9aug04/16aug04/17aug04, 10: 6sept04, 11: 21sept04, 12: 18oct04, 13: 25oct04 ... 18
	struct mmo_charstatus status;
	struct registry save_reg;
	
	struct item_data *inventory_data[MAX_INVENTORY];
	short equip_index[11];
	unsigned int weight,max_weight;
	int cart_weight,cart_max_weight,cart_num,cart_max_num;
	int fd;
	unsigned short mapindex;
	unsigned short prev_speed,prev_adelay;
	unsigned char head_dir;
	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_pos;
	int npc_menu;
	int npc_amount;
	struct script_stack *stack;
	struct script_code *npc_script,*npc_scriptroot;
	int  npc_scriptstate;
	char npc_str[256];
	int npc_timer_id; //For player attached npc timers. [Skotlex]
	unsigned int chatID;
	time_t idletime;

	struct{
		char name[NAME_LENGTH];
	} ignore[MAX_IGNORE_LIST];
	int ignoreAll;

	int 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_lv;

	int invincible_timer;
	unsigned int canlog_tick;
	unsigned int canregen_tick;
	unsigned int canuseitem_tick;	// [Skotlex]
	unsigned int cantalk_tick;
	int hp_sub,sp_sub;
	int inchealhptick,inchealsptick,inchealspirithptick,inchealspiritsptick;

	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 addeff[SC_COMMON_MAX-SC_COMMON_MIN+1];
	int addeff2[SC_COMMON_MAX-SC_COMMON_MIN+1];
	int reseff[SC_COMMON_MAX-SC_COMMON_MIN+1];
	int weapon_coma_ele[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 arrow_addeff[SC_COMMON_MAX-SC_COMMON_MIN+1];
	int arrow_addeff2[SC_COMMON_MAX-SC_COMMON_MIN+1];
	int magic_addele[ELE_MAX];
	int magic_addrace[RC_MAX];
	int magic_addsize[3];
	int critaddrace[RC_MAX];
	int expaddrace[RC_MAX];
	int itemhealrate[7];
	int addeff3[SC_COMMON_MAX-SC_COMMON_MIN+1];
	short addeff3_type[SC_COMMON_MAX-SC_COMMON_MIN+1];
	short sp_gain_race[RC_MAX];
	// zeroed arrays end here.
	// zeroed structures start here
	struct s_autospell{
		short id, lv, rate, card_id;
	} autospell[MAX_PC_BONUS], autospell2[MAX_PC_BONUS];
	struct { //skillatk raises bonus dmg% of skills, skillblown increases bonus blewcount for some skills.
		short id, val;
	} skillatk[MAX_PC_BONUS], skillblown[MAX_PC_BONUS];
	struct {
		short class_, rate;
	}	add_def[MAX_PC_BONUS], add_mdef[MAX_PC_BONUS],
		add_dmg[MAX_PC_BONUS], add_mdmg[MAX_PC_BONUS];
	struct s_add_drop { 
		short id, group;
		int race, rate;
	} add_drop[MAX_PC_BONUS];
	// zeroed structures end here
	// zeroed vars start here.
	int arrow_atk,arrow_ele,arrow_cri,arrow_hit;
	int nhealhp,nhealsp,nshealhp,nshealsp,nsshealhp,nsshealsp;
	int critical_def,double_rate;
	int long_attack_atk_rate; //Long range atk rate, not weapon based. [Skotlex]
	int near_attack_def_rate,long_attack_def_rate,magic_def_rate,misc_def_rate;
	int ignore_mdef_ele;
	int ignore_mdef_race;
	int perfect_hit;
	int perfect_hit_add;
	int get_zeny_rate;
	int get_zeny_num; //Added Get Zeny Rate [Skotlex]
	int double_add_rate;
	int short_weapon_damage_return,long_weapon_damage_return;
	int magic_damage_return; // AppleGirl Was Here
	int random_attack_increase_add,random_attack_increase_per; // [Valaris]
	int break_weapon_rate,break_armor_rate;
	int crit_atk_rate;
	int hp_loss_rate;
	int sp_loss_rate;
	int classchange; // [Valaris]
	int speed_add_rate, aspd_add_rate;
	unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex]
	
	short attackrange,attackrange_;
	short splash_range, splash_add_range;
	short add_steal_rate;
	short hp_loss_value;
	short sp_loss_value;
	short hp_loss_type;
	short sp_gain_value, hp_gain_value;
	short sp_vanish_rate;
	short sp_vanish_per;	
	short add_drop_count;
	unsigned short unbreakable;	// chance to prevent ANY equipment breaking [celest]
	unsigned short unbreakable_equip; //100% break resistance on certain equipment
	unsigned short unstripable_equip;
	short no_regen;
	short add_def_count,add_mdef_count;
	short add_dmg_count,add_mdmg_count;

	// zeroed vars end here.

	int castrate,delayrate,hprate,sprate,dsprate;
	int atk_rate;
	int aspd_rate,speed_rate,hprecov_rate,sprecov_rate;
	int matk_rate;
	int critical_rate,hit_rate,flee_rate,flee2_rate,def_rate,def2_rate,mdef_rate,mdef2_rate;

	int hp_loss_tick;
	int sp_loss_tick;

	int itemid;
	short itemindex;	//Used item's index in sd->inventory [Skotlex]

	short catch_target_class; // pet catching, stores a pet class to catch (short now) [zzo]

	short spiritball, spiritball_old;
	int spirit_timer[MAX_SKILL_LEVEL];

	int die_counter;
	short doridori_counter;
	char potion_success_counter;

	int reg_num;
	struct script_reg *reg;
	int regstr_num;
	struct script_regstr *regstr;

	short mission_mobid; //Stores the target mob_id for TK_MISSION
	short mission_count; //Stores the bounty kill count for TK_MISSION
	int devotion[5]; //Stores the char IDs of chars devoted to.
	
	int trade_partner;
	struct { 
		struct {
			int index, amount;
		} item[10];
		int zeny, weight;
	} deal;

	int party_invite,party_invite_account;
	short party_x,party_y; // should be short [zzo]

	int guild_invite,guild_invite_account;
	int guild_emblem_id,guild_alliance,guild_alliance_account;
	short guild_x,guild_y; // For guildmate position display. [Skotlex] should be short [zzo]
	int guildspy; // [Syrus22]
	int partyspy; // [Syrus22]

	int vender_id;
	int vend_num;
	char message[MESSAGE_SIZE];
	struct vending vending[MAX_VENDING];

	struct s_pet pet;
	struct pet_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 [Valaris]
#endif

	int duel_group; // duel vars [LuzZza]
	int duel_invite;

	char away_message[128]; // [LuzZza]

};

struct {
	int members_count;
	int invites_count;
	int max_players_limit;
} duel_list[MAX_DUEL];

int duel_count;

struct npc_timerevent_list {
	int timer,pos;
};
struct npc_label_list {
	char name[NAME_LENGTH];
	int pos;
};
struct npc_item_list {
	unsigned int nameid,value;
};
struct npc_data {
	struct block_list bl;
	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;
	unsigned char name[NAME_LENGTH];
	unsigned char exname[NAME_LENGTH];
	int chat_id;
	unsigned int next_walktime;

	char eventqueue[MAX_EVENTQUEUE][50];
	int eventtimer[MAX_EVENTTIMER];
	short arenaflag;

	void *chatdb;
	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,xs,ys;	//Spawn information (map, point, spawn-area around point)
	unsigned short num; //Number of mobs using this structure.
	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 :1;	//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;
		int provoke_flag; // Celest
	} state;
	struct guardian_data* guardian_data; 
	struct {
		int id;
		int dmg;
		unsigned char to_homun; //[blackhole89] - determines whether this damage was dealt by homunculus or its master
	} dmglog[DAMAGELOG_SIZE];
	struct spawn_data *spawn; //Spawn data.
	struct item *lootitem;
	short spawn_n;	//Spawn data index on the map server.
	short class_;
	short attacked_count;
	unsigned char attacked_players;
	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;
	
	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;

	char name[NAME_LENGTH];
	int id;
	short class_;

	struct map_session_data *master; //pointer back to its master

	short hunger_rate;

	struct {
		int id;		//0 = none
		int level;
	} hskill[4];	//skills (max. 4 for now)

	int target_id,attacked_id;

	short level;
	short regenhp,regensp;
	unsigned long exp,exp_next;
	short skillpts;
};

struct pet_data {
	struct block_list bl;
	struct unit_data ud;
	struct view_data vd;
	struct status_data status;
	struct mob_db *db;
	struct pet_db *petDB;
	int pet_hungry_timer;
	int target_id;
	short n;
	short class_;
	short equip;
	char name[NAME_LENGTH];
	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;
};

enum { ATK_LUCKY=1,ATK_FLEE,ATK_DEF};	// �͂܂�y�i���e�B�v�Z�p

// For equipment breaking/stripping effects
enum {
	EQP_WEAPON		= 1,		// Both weapons
	EQP_ARMOR		= 2,		// Armor
	EQP_SHIELD		= 4,		// Shield
	EQP_HELM		= 8,		// Top-head headgear
};

struct map_data {
	char name[MAP_NAME_LENGTH];
	unsigned short index; //Index is the map index used by the mapindex* functions.
	unsigned char *gat;	// NULL�Ȃ牺��map_data_other_server�Ƃ��Ĉ���
	unsigned char *cell; //Contains temporary cell data that is set/unset on tiles.
#ifdef CELL_NOSTACK
	unsigned char *cell_bl; //Holds amount of bls in any given cell.
#endif
	char *alias; // [MouseJstr]
	struct block_list **block;
	struct block_list **block_mob;
	int *block_count,*block_mob_count;
	int m;
	short xs,ys;
	short bxs,bys;
	int water_height;
	int npc_num;
	int users;
	struct {
		unsigned alias : 1;
		unsigned nomemo : 1;
		unsigned noteleport : 1;
		unsigned noreturn : 1;
		unsigned monster_noteleport : 1;
		unsigned nosave : 1;
		unsigned nobranch : 1;
		unsigned nopenalty : 1;
		unsigned pvp : 1;
		unsigned pvp_noparty : 1;
		unsigned pvp_noguild : 1;
		unsigned pvp_nightmaredrop :1;
		unsigned pvp_nocalcrank : 1;
		unsigned gvg_castle : 1;
		unsigned gvg : 1; // Now it identifies gvg versus maps that are active 24/7
		unsigned gvg_dungeon : 1; // Celest
		unsigned gvg_noparty : 1;
		unsigned nozenypenalty : 1;
		unsigned notrade : 1;
		unsigned noskill : 1;
		unsigned nowarp : 1;
		unsigned nowarpto : 1;
		unsigned noicewall : 1; // [Valaris]
		unsigned snow : 1; // [Valaris]
		unsigned clouds : 1;
		unsigned clouds2 : 1; // [Valaris]
		unsigned fog : 1; // [Valaris]
		unsigned fireworks : 1;
		unsigned sakura : 1; // [Valaris]
		unsigned leaves : 1; // [Valaris]
		unsigned rain : 1; // [Valaris]
		unsigned indoors : 1; // celest
		unsigned nogo : 1; // [Valaris]
		unsigned nobaseexp	: 1; // [Lorky] added by Lupus
		unsigned nojobexp	: 1; // [Lorky]
		unsigned nomobloot	: 1; // [Lorky]
		unsigned nomvploot	: 1; // [Lorky]
		unsigned nightenabled :1; //For night display. [Skotlex]
		unsigned restricted	: 1; // [Komurka]
		unsigned nocommand : 1; //Blocks @/# commands for non-gms. [Skotlex]
		unsigned nodrop : 1;
		unsigned novending : 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;	// [Komurka]
	int jexp;	// map experience multiplicator
	int bexp;	// map experience multiplicator
};

struct map_data_other_server {
	char name[MAP_NAME_LENGTH];
	unsigned short index; //Index is the map index used by the mapindex* functions.
	unsigned char *gat;	// NULL�Œ�ɂ��Ĕ��f
	unsigned long ip;
	unsigned int port;
};

struct flooritem_data {
	struct block_list bl;
	unsigned char subx,suby;
	int cleartimer;
	int first_get_id,second_get_id,third_get_id;
	unsigned int first_get_tick,second_get_tick,third_get_tick;
	struct item item_data;
};

enum {
	SP_SPEED,SP_BASEEXP,SP_JOBEXP,SP_KARMA,SP_MANNER,SP_HP,SP_MAXHP,SP_SP,	// 0-7
	SP_MAXSP,SP_STATUSPOINT,SP_0a,SP_BASELEVEL,SP_SKILLPOINT,SP_STR,SP_AGI,SP_VIT,	// 8-15
	SP_INT,SP_DEX,SP_LUK,SP_CLASS,SP_ZENY,SP_SEX,SP_NEXTBASEEXP,SP_NEXTJOBEXP,	// 16-23
	SP_WEIGHT,SP_MAXWEIGHT,SP_1a,SP_1b,SP_1c,SP_1d,SP_1e,SP_1f,	// 24-31
	SP_USTR,SP_UAGI,SP_UVIT,SP_UINT,SP_UDEX,SP_ULUK,SP_26,SP_27,	// 32-39
	SP_28,SP_ATK1,SP_ATK2,SP_MATK1,SP_MATK2,SP_DEF1,SP_DEF2,SP_MDEF1,	// 40-47
	SP_MDEF2,SP_HIT,SP_FLEE1,SP_FLEE2,SP_CRITICAL,SP_ASPD,SP_36,SP_JOBLEVEL,	// 48-55
	SP_UPPER,SP_PARTNER,SP_CART,SP_FAME,SP_UNBREAKABLE,	//56-60
	SP_CARTINFO=99,	// 99

	SP_BASEJOB=119,	// 100+19 - celest
	SP_BASECLASS=120,	//Hmm.. why 100+19? I just use the next one... [Skotlex]
	
	// original 1000-
	SP_ATTACKRANGE=1000,	SP_ATKELE,SP_DEFELE,	// 1000-1002
	SP_CASTRATE, SP_MAXHPRATE, SP_MAXSPRATE, SP_SPRATE, // 1003-1006
	SP_ADDELE, SP_ADDRACE, SP_ADDSIZE, SP_SUBELE, SP_SUBRACE, // 1007-1011
	SP_ADDEFF, SP_RESEFF,	// 1012-1013
	SP_BASE_ATK,SP_ASPD_RATE,SP_HP_RECOV_RATE,SP_SP_RECOV_RATE,SP_SPEED_RATE, // 1014-1018
	SP_CRITICAL_DEF,SP_NEAR_ATK_DEF,SP_LONG_ATK_DEF, // 1019-1021
	SP_DOUBLE_RATE, SP_DOUBLE_ADD_RATE, SP_MATK, SP_MATK_RATE, // 1022-1025
	SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027
	SP_ATK_RATE,SP_SPEED_ADDRATE,SP_ASPD_ADDRATE, // 1028-1030
	SP_MAGIC_ATK_DEF,SP_MISC_ATK_DEF, // 1031-1032
	SP_IGNORE_MDEF_ELE,SP_IGNORE_MDEF_RACE, // 1033-1034
	SP_MAGIC_ADDELE,SP_MAGIC_ADDRACE,SP_MAGIC_ADDSIZE, // 1035-1037
	SP_PERFECT_HIT_RATE,SP_PERFECT_HIT_ADD_RATE,SP_CRITICAL_RATE,SP_GET_ZENY_NUM,SP_ADD_GET_ZENY_NUM, // 1038-1042
	SP_ADD_DAMAGE_CLASS,SP_ADD_MAGIC_DAMAGE_CLASS,SP_ADD_DEF_CLASS,SP_ADD_MDEF_CLASS, // 1043-1046
	SP_ADD_MONSTER_DROP_ITEM,SP_DEF_RATIO_ATK_ELE,SP_DEF_RATIO_ATK_RACE,SP_ADD_SPEED, // 1047-1050
	SP_HIT_RATE,SP_FLEE_RATE,SP_FLEE2_RATE,SP_DEF_RATE,SP_DEF2_RATE,SP_MDEF_RATE,SP_MDEF2_RATE, // 1051-1057
	SP_SPLASH_RANGE,SP_SPLASH_ADD_RANGE,SP_AUTOSPELL,SP_HP_DRAIN_RATE,SP_SP_DRAIN_RATE, // 1058-1062
	SP_SHORT_WEAPON_DAMAGE_RETURN,SP_LONG_WEAPON_DAMAGE_RETURN,SP_WEAPON_COMA_ELE,SP_WEAPON_COMA_RACE, // 1063-1066
	SP_ADDEFF2,SP_BREAK_WEAPON_RATE,SP_BREAK_ARMOR_RATE,SP_ADD_STEAL_RATE, // 1067-1070
	SP_MAGIC_DAMAGE_RETURN,SP_RANDOM_ATTACK_INCREASE,SP_ALL_STATS,SP_AGI_VIT,SP_AGI_DEX_STR,SP_PERFECT_HIDE, // 1071-1076
	SP_FREE,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_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_FREE1,SP_UNBREAKABLE_WEAPON,SP_UNBREAKABLE_ARMOR, SP_UNBREAKABLE_HELM, // 2006-2010
	SP_UNBREAKABLE_SHIELD, SP_LONG_ATK_RATE, // 2011-2012

	SP_CRIT_ATK_RATE, SP_CRITICAL_ADDRACE, SP_NO_REGEN, SP_ADDEFF_WHENHIT, SP_AUTOSPELL_WHENHIT, // 2013-2017
	SP_SKILL_ATK, SP_UNSTRIPABLE, SP_ADD_DAMAGE_BY_CLASS, // 2018-2020
	SP_SP_GAIN_VALUE, SP_IGNORE_DEF_MOB, SP_HP_LOSS_RATE, SP_ADDRACE2, SP_HP_GAIN_VALUE, // 2021-2025
	SP_SUBSIZE, SP_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_ADDEFF_WHENHIT_SHORT,	// 2031-2033
	SP_UNSTRIPABLE_WEAPON,SP_UNSTRIPABLE_ARMOR,SP_UNSTRIPABLE_HELM,SP_UNSTRIPABLE_SHIELD,  // 2034-2037
	SP_INTRAVISION, SP_ADD_MONSTER_DROP_ITEMGROUP, SP_SP_LOSS_RATE, // 2038-2040
	SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE //2041
	//Before adding another, note that
	//1077 (SP_FREE, previously disguise),
	//2007 (SP_FREE2, previously Infinite Endure)
	//are available!
};

enum {
	LOOK_BASE,LOOK_HAIR,LOOK_WEAPON,LOOK_HEAD_BOTTOM,LOOK_HEAD_TOP,LOOK_HEAD_MID,LOOK_HAIR_COLOR,LOOK_CLOTHES_COLOR,LOOK_SHIELD,LOOK_SHOES
};

// CELLs for non-permanent cell-based effects (Pneuma, Basilica, Npcs, etc)
#define CELL_NPC	0x1
#define CELL_REGEN	0x2
#define CELL_PNEUMA	0x4
#define CELL_SAFETYWALL	0x8
#define CELL_LANDPROTECTOR	0x10
#define CELL_BASILICA	0x20
#define CELL_MOONLIT	0x40
#define CELL_ICEWALL	0x80
/*
 * map_getcell()�Ŏg�p�����t���O
 */
typedef enum {
	CELL_CHKWALL=0,		// ��(�Z���^�C�v1)
	CELL_CHKWATER,		// ����(�Z���^�C�v3)
	CELL_CHKGROUND,		// �n�ʏ�Q��(�Z���^�C�v5)
	CELL_CHKPASS,		// �ʉ߉”\(�Z���^�C�v1,5�ȊO)
	CELL_CHKREACH,		// Same as PASS, but ignores the cell-stacking mod.
	CELL_CHKNOPASS,		// �ʉߕs��(�Z���^�C�v1,5)
	CELL_CHKNOREACH,	// Same as NOPASS, but ignores the cell-stacking mod.
	CELL_GETTYPE,		// �Z���^�C�v��Ԃ�
	CELL_GETCELLTYPE,
	CELL_CHKNPC=0x10,	// �^�b�`�^�C�v��NPC(�Z���^�C�v0x80�t���O)
	CELL_CHKREGEN,		// cells that improve regeneration
	CELL_CHKPNEUMA,
	CELL_CHKSAFETYWALL,
	CELL_CHKBASILICA,	// �o�W���J(�Z���^�C�v0x40�t���O)
	CELL_CHKLANDPROTECTOR,
	CELL_CHKMOONLIT,
	CELL_CHKICEWALL,
	CELL_CHKSTACK,
} cell_t;
// map_setcell()�Ŏg�p�����t���O
enum {
	CELL_SETNPC=0x10,	// �^�b�`�^�C�v��NPC���Z�b�g
	CELL_CLRNPC,
	CELL_SETBASILICA,	// �o�W���J���Z�b�g
	CELL_CLRBASILICA,	// �o�W���J���N���A
	CELL_SETREGEN,		// set regen cell
	CELL_SETLANDPROTECTOR, //Set/Clear Magnetic Earth
	CELL_CLRLANDPROTECTOR,
	CELL_SETPNEUMA,
	CELL_CLRPNEUMA,
	CELL_SETSAFETYWALL,
	CELL_CLRSAFETYWALL,
	CELL_SETMOONLIT,
	CELL_CLRMOONLIT,
	CELL_SETICEWALL,
	CELL_CLRICEWALL,
};

struct chat_data {
	struct block_list bl;

	unsigned char pass[8];   /* password */
	unsigned char title[61]; /* room title MAX 60 */
	unsigned char limit;     /* join limit */
	unsigned char trigger;
	unsigned char users;     /* current users */
	unsigned char pub;       /* room attribute */
	struct map_session_data *usersd[20];
	struct block_list *owner_;
	struct block_list **owner;
	char npc_event[50];
};

extern struct map_data map[];
extern int map_num;
extern int autosave_interval;
extern int agit_flag;
extern int night_flag; // 0=day, 1=night [Yor]
extern int kick_on_disconnect; //To allow inter-server reconnections without kicking players out [Skotlex]
extern int enable_spy; //Determines if @spy commands are active.
extern char db_path[256];

// gat?֧
int map_getcell(int,int,int,cell_t);
int map_getcellp(struct map_data*,int,int,cell_t);
void map_setcell(int,int,int,int);
extern int map_read_flag; // 0: grf�ի�����E1: ����ë���E2: ����ë���E?��)
enum {
	READ_FROM_GAT, READ_FROM_AFM,
	READ_FROM_BITMAP, CREATE_BITMAP,
	READ_FROM_BITMAP_COMPRESSED, CREATE_BITMAP_COMPRESSED
};

extern char motd_txt[];
extern char help_txt[];
extern char help2_txt[];
extern char charhelp_txt[];

extern char talkie_mes[];

extern char wisp_server_name[];

// �I�S�̏��
void map_setusers(int);
int map_getusers(void);
// block�폜�֘A
int map_freeblock(struct block_list *bl);
int map_freeblock_lock(void);
int map_freeblock_unlock(void);
// block�֘A
int map_addblock_sub(struct block_list *, int);
int map_delblock_sub(struct block_list *, int);
#define map_addblock(bl) map_addblock_sub(bl,1)
#define map_delblock(bl) map_delblock_sub(bl,1)
int map_moveblock(struct block_list *, int, int, unsigned int);
int map_foreachinrange(int (*)(struct block_list*,va_list),struct block_list *,int,int,...);
int map_foreachinshootrange(int (*)(struct block_list*,va_list),struct block_list *,int,int,...);
int map_foreachinarea(int (*)(struct block_list*,va_list),int,int,int,int,int,int,...);
// -- moonsoul (added map_foreachincell)
int map_foreachincell(int (*)(struct block_list*,va_list),int,int,int,int,...);
int map_foreachinmovearea(int (*)(struct block_list*,va_list),int,int,int,int,int,int,int,int,...);
int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y0,int x1,int y1,int range,int type,...); // Celest
int map_foreachinmap(int (*)(struct block_list*,va_list),int,int,...);
int map_countnearpc(int,int,int);
//block�֘A�ɒlj�
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 *);
// �ꎞ�Iobject�֘A
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 *);
// npc
int map_addnpc(int,struct npc_data *);

// ���A�C�e���֘A
int map_clearflooritem_timer(int,unsigned int,int,int);
int map_removemobs_timer(int,unsigned int,int,int);
#define map_clearflooritem(id) map_clearflooritem_timer(0,0,id,1)
int map_addflooritem(struct item *,int,int,int,int,struct map_session_data *,struct map_session_data *,struct map_session_data *,int);

// �L����id�����L������ �ϊ��֘A
void map_addchariddb(int charid,char *name);
void map_delchariddb(int charid);
int map_reqchariddb(struct map_session_data * sd,int charid);
char * map_charid2nick(int);
struct map_session_data * map_charid2sd(int);

struct map_session_data * map_id2sd(int);
struct block_list * map_id2bl(int);
int map_mapindex2mapid(unsigned short mapindex);
int map_mapname2mapid(char*);
int map_mapname2ipport(unsigned short,int*,int*);
int map_setipport(unsigned short map,unsigned long ip,int port);
int map_eraseipport(unsigned short map,unsigned long ip,int port);
int map_eraseallipport(void);
void map_addiddb(struct block_list *);
void map_deliddb(struct block_list *bl);
struct map_session_data** map_getallusers(int *users);
int map_foreachiddb(int (*)(DBKey,void*,va_list),...);
void map_addnickdb(struct map_session_data *);
struct map_session_data * map_nick2sd(char*);
int compare_item(struct item *a, struct item *b);

// ���̑�
int map_check_dir(int s_dir,int t_dir);
int map_calc_dir( struct block_list *src,int x,int y);
int map_random_dir(struct block_list *bl, short *x, short *y); // [Skotlex]

// Water functions...
// 
int map_setwaterheight(int m, char *mapname, int height);
int map_waterheight(char *mapname);

// path.c���
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)

int 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]

//Added for own save method
int charsql_db_init(int method);

extern char *INTER_CONF_NAME;
extern char *LOG_CONF_NAME;
extern char *MAP_CONF_NAME;
extern char *BATTLE_CONF_FILENAME;
extern char *ATCOMMAND_CONF_FILENAME;
extern char *CHARCOMMAND_CONF_FILENAME;
extern char *SCRIPT_CONF_NAME;
extern char *MSG_CONF_NAME;
extern char *GRF_PATH_FILENAME;


extern int charsave_method; //needed ..

#ifndef TXT_ONLY

// MySQL
#ifdef __WIN32
#include <my_global.h>
#include <my_sys.h>
#endif
#include <mysql.h>

extern char tmp_sql[65535];

extern int db_use_sqldbs;
extern MYSQL mmysql_handle;
extern MYSQL_RES*	sql_res ;
extern MYSQL_ROW	sql_row ;

extern MYSQL charsql_handle;
extern MYSQL_RES*	charsql_res;
extern MYSQL_ROW	charsql_row;

extern MYSQL logmysql_handle;
extern MYSQL_RES*	logsql_res ;
extern MYSQL_ROW	logsql_row ;

extern int mail_server_enable;
extern MYSQL mail_handle;
extern MYSQL_RES* 	mail_res ;
extern MYSQL_ROW	mail_row ;

extern char item_db_db[32];
extern char item_db2_db[32];
extern char mob_db_db[32];
extern char mob_db2_db[32];
extern char login_db[32];

extern char login_db_level[32];
extern char login_db_account_id[32];

extern char gm_db[32];
extern char gm_db_level[32];
extern char gm_db_account_id[32];

extern int read_gm_interval;

extern char char_db[32];

extern char mail_db[32];

#endif /* not TXT_ONLY */
//Useful typedefs from jA [Skotlex]
typedef struct map_session_data TBL_PC;
typedef struct npc_data         TBL_NPC;
typedef struct mob_data         TBL_MOB;
typedef struct flooritem_data   TBL_ITEM;
typedef struct chat_data        TBL_CHAT;
typedef struct skill_unit       TBL_SKILL;
typedef struct pet_data         TBL_PET;
typedef struct homun_data       TBL_HOMUNCULUS;

#define BL_CAST(type_, bl , dest) \
	(((bl) == NULL || (bl)->type != type_) ? ((dest) = NULL, 0) : ((dest) = (T ## type_ *)(bl), 1))


extern int lowest_gm_level;
extern char main_chat_nick[16];

#endif