* Reorganized the contents of the mapserver's header files.

- map.h is no longer a generic dumping spot of all the shared structs, and instead, each such structure now resides in its logical component
- map.h now only holds mostly map-related things (needs more cleaning)
- there's still a lot of room for improvement (reorganization within individual header files, etc...)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12429 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2008-03-24 21:20:48 +00:00
parent ecbbb56d6c
commit 49f1f4434d
23 changed files with 851 additions and 803 deletions

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@ -3,6 +3,11 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2008/03/24
* Reorganized the contents of the mapserver's header files.
- map.h is no longer a generic dumping spot of all the shared structs,
and instead, each such structure now resides in its logical component
- map.h now only holds mostly map-related things (needs more cleaning)
2008/03/21
* Added VS9 project files. Thanks to Konard [Lupus]
- removed redundant map_getallusers() function

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@ -14,6 +14,7 @@
#include "atcommand.h"
#include "battle.h"
#include "chat.h"
#include "clif.h"
#include "chrif.h"
#include "intif.h"

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@ -15,6 +15,7 @@
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "mercenary.h"
#include "mob.h"
#include "itemdb.h"
#include "clif.h"

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@ -4,10 +4,25 @@
#ifndef _CHAT_H_
#define _CHAT_H_
//#include "map.h"
#include "map.h" // struct block_list, CHATROOM_TITLE_SIZE
struct map_session_data;
struct chat_data;
struct chat_data {
struct block_list bl; // data for this map object
char title[CHATROOM_TITLE_SIZE]; // room title
char pass[CHATROOM_PASS_SIZE]; // password
bool pub; // private/public flag
uint8 users; // current user count
uint8 limit; // join limit
uint8 trigger; // number of users needed to trigger event
struct map_session_data* usersd[20];
struct block_list* owner;
char npc_event[50];
};
int chat_createpcchat(struct map_session_data* sd, const char* title, const char* pass, int limit, bool pub);
int chat_joinchat(struct map_session_data* sd, int chatid, const char* pass);
int chat_leavechat(struct map_session_data* sd, bool kicked);

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@ -16,6 +16,7 @@
#include "intif.h"
#include "npc.h"
#include "pc.h"
#include "pet.h"
#include "status.h"
#include "mercenary.h"
#include "chrif.h"

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@ -9,10 +9,20 @@ struct guild;
struct guild_member;
struct guild_position;
struct guild_castle;
//#include "map.h"
#include "map.h" // NAME_LENGTH
struct map_session_data;
struct mob_data;
//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;
};
int guild_skill_get_max(int id);
int guild_checkskill(struct guild *g,int id);

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@ -13,6 +13,7 @@
#include "../common/nullpo.h"
#include "map.h"
#include "mob.h"
#include "pc.h"
#include "intif.h" //For GM Broadcast
#include "irc.h"

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@ -4,10 +4,12 @@
#include "../common/strlib.h"
#include "../common/nullpo.h"
#include "../common/showmsg.h"
#include "itemdb.h"
#include "map.h"
#include "log.h"
#include "battle.h"
#include "itemdb.h"
#include "log.h"
#include "map.h"
#include "mob.h"
#include "pc.h"
#include <stdlib.h>
#include <stdio.h>

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@ -11,11 +11,11 @@
#include "../common/mapindex.h"
#include "../common/db.h"
#include "itemdb.h" // MAX_ITEMGROUP
#include "status.h" // SC_MAX
#include <stdarg.h>
struct npc_data;
struct item_data;
//Uncomment to enable the Cell Stack Limit mod.
//It's only config is the battle_config cell_stack_limit.
//Only chars affected are those defined in BL_CHAR (mobs and players currently)
@ -33,10 +33,6 @@
#define AREA_SIZE battle_config.area_size
#define DAMAGELOG_SIZE 30
#define LOOTITEM_SIZE 10
#define MAX_SKILL_LEVEL 100
#define MAX_SKILLUNITGROUP 25
#define MAX_SKILLUNITGROUPTICKSET 25
#define MAX_SKILLTIMERSKILL 15
#define MAX_MOBSKILL 40
#define MAX_MOB_LIST_PER_MAP 128
#define MAX_EVENTQUEUE 2
@ -44,7 +40,6 @@
#define NATURAL_HEAL_INTERVAL 500
#define MAX_FLOORITEM 500000
#define MAX_LEVEL 99
#define MAX_WALKPATH 32
#define MAX_DROP_PER_MAP 48
#define MAX_IGNORE_LIST 20 // official is 14
#define MAX_VENDING 12
@ -52,9 +47,6 @@
#define MOBID_BARRICADEB 1905
#define MOBID_BARRICADEA 1906 // Undestruble
#define MAX_PC_BONUS 10
#define MAX_DUEL 1024
//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]
//
@ -236,630 +228,6 @@ struct block_list {
enum bl_type type;
};
struct walkpath_data {
unsigned char path_len,path_pos;
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; // a BF_ type (NOTE: some places use this as general-purpose storage...)
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;
short 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 song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
} state;
};
struct skill_unit_group_tickset {
unsigned int tick;
int id;
};
struct unit_data {
struct block_list *bl;
struct walkpath_data walkpath;
struct skill_timerskill *skilltimerskill[MAX_SKILLTIMERSKILL];
struct skill_unit_group *skillunit[MAX_SKILLUNITGROUP];
struct skill_unit_group_tickset skillunittick[MAX_SKILLUNITGROUPTICKSET];
short attacktarget_lv;
short to_x,to_y;
short skillx,skilly;
short skillid,skilllv;
int skilltarget;
int skilltimer;
int target;
int attacktimer;
int walktimer;
int chaserange;
unsigned int attackabletime;
unsigned int canact_tick;
unsigned int canmove_tick;
uint8 dir;
unsigned char walk_count;
struct {
unsigned change_walk_target : 1 ;
unsigned skillcastcancel : 1 ;
unsigned attack_continue : 1 ;
unsigned walk_easy : 1 ;
unsigned running : 1;
unsigned speed_changed : 1;
} state;
};
//Basic damage info of a weapon
//Required because players have two of these, one in status_data and another
//for their left hand weapon.
struct weapon_atk {
unsigned short atk, atk2;
unsigned short range;
unsigned char ele;
};
//For holding basic status (which can be modified by status changes)
struct status_data {
unsigned int
hp, sp,
max_hp, max_sp;
unsigned short
str, agi, vit, int_, dex, luk,
batk,
matk_min, matk_max,
speed,
amotion, adelay, dmotion,
mode;
short
hit, flee, cri, flee2,
def2, mdef2,
aspd_rate;
unsigned char
def_ele, ele_lv,
size, race;
signed char
def, mdef;
struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};
struct script_reg {
int index;
int data;
};
struct script_regstr {
int index;
char* data;
};
struct status_change_entry {
int timer;
int val1,val2,val3,val4;
};
struct status_change {
unsigned int option;// effect state (bitfield)
unsigned int opt3;// skill state (bitfield)
unsigned short opt1;// body state
unsigned short opt2;// health state (bitfield)
unsigned char count;
//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
unsigned char jb_flag; //Joint Beat type flag
unsigned short mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
int sg_id; //ID of the previous Storm gust that hit you
unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
struct status_change_entry *data[SC_MAX];
};
struct s_vending {
short index;
short amount;
unsigned int value;
};
struct weapon_data {
int atkmods[3];
// all the variables except atkmods get zero'ed in each call of status_calc_pc
// NOTE: if you want to add a non-zeroed variable, you need to update the memset call
// in status_calc_pc as well! All the following are automatically zero'ed. [Skotlex]
int overrefine;
int star;
int ignore_def_ele;
int ignore_def_race;
int def_ratio_atk_ele;
int def_ratio_atk_race;
int addele[ELE_MAX];
int addrace[RC_MAX];
int addrace2[RC_MAX];
int addsize[3];
struct drain_data {
short rate;
short per;
short value;
unsigned type:1;
} hp_drain[RC_MAX], sp_drain[RC_MAX];
struct {
short class_, rate;
} add_dmg[MAX_PC_BONUS];
};
struct view_data {
unsigned short
class_,
weapon,
shield, //Or left-hand weapon.
head_top,
head_mid,
head_bottom,
hair_style,
hair_color,
cloth_color;
char sex;
unsigned dead_sit : 2;
};
//Additional regen data that only players have.
struct regen_data_sub {
unsigned short
hp,sp;
//tick accumulation before healing.
struct {
unsigned int hp,sp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char hp,sp;
} rate;
};
struct regen_data {
unsigned short flag; //Marks what stuff you may heal or not.
unsigned short
hp,sp,shp,ssp;
//tick accumulation before healing.
struct {
unsigned int hp,sp,shp,ssp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char
hp,sp,shp,ssp;
} rate;
struct {
unsigned walk:1; //Can you regen even when walking?
unsigned gc:1; //Tags when you should have double regen due to GVG castle
unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
} state;
//skill-regen, sitting-skill-regen (since not all chars with regen need it)
struct regen_data_sub *sregen, *ssregen;
};
struct party_member_data {
struct map_session_data *sd;
unsigned int hp; //For HP,x,y refreshing.
unsigned short x, y;
};
struct party_data {
struct party party;
struct party_member_data data[MAX_PARTY];
uint8 itemc; //For item distribution, position of last picker in party
struct {
unsigned monk : 1; //There's at least one monk in party?
unsigned sg : 1; //There's at least one Star Gladiator in party?
unsigned snovice :1; //There's a Super Novice
unsigned tk : 1; //There's a taekwon
} state;
};
struct npc_data;
struct pet_db;
struct homunculus_db; //[orn]
struct item_data;
struct square;
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 active : 1; //Marks active player (not active is logging in/out, or changing map servers)
unsigned menu_or_input : 1;// if a script is waiting for feedback from the player
unsigned dead_sit : 2;
unsigned lr_flag : 2;
unsigned connect_new : 1;
unsigned arrow_atk : 1;
unsigned skill_flag : 1;
unsigned gangsterparadise : 1;
unsigned rest : 1;
unsigned storage_flag : 2; //0: closed, 1: Normal Storage open, 2: guild storage open [Skotlex]
unsigned snovice_call_flag : 2; //Summon Angel (stage 1~3)
unsigned snovice_dead_flag : 2; //Explosion spirits on death: 0 off, 1 active, 2 used.
unsigned abra_flag : 1; // Abracadabra bugfix by Aru
unsigned autotrade : 1; //By Fantik
unsigned reg_dirty : 3; //By Skotlex (marks whether registry variables have been saved or not yet)
unsigned showdelay :1;
unsigned showexp :1;
unsigned showzeny :1;
unsigned mainchat :1; //[LuzZza]
unsigned noask :1; // [LuzZza]
unsigned trading :1; //[Skotlex] is 1 only after a trade has started.
unsigned deal_locked :2; //1: Clicked on OK. 2: Clicked on TRADE
unsigned 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 blockedmove :1;
unsigned using_fake_npc :1;
unsigned rewarp :1; //Signals that a player should warp as soon as he is done loading a map. [Skotlex]
unsigned killer : 1;
unsigned killable : 1;
unsigned doridori : 1;
unsigned ignoreAll : 1;
unsigned short autoloot;
unsigned short autolootid; // [Zephyrus]
unsigned noks : 3; // [Zeph Kill Steal Protection]
bool changemap;
struct guild *gmaster_flag;
} state;
struct {
unsigned char no_weapon_damage, no_magic_damage, no_misc_damage;
unsigned restart_full_recover : 1;
unsigned no_castcancel : 1;
unsigned no_castcancel2 : 1;
unsigned no_sizefix : 1;
unsigned no_gemstone : 1;
unsigned intravision : 1; // Maya Purple Card effect [DracoRPG]
unsigned perfect_hiding : 1; // [Valaris]
unsigned no_knockback : 1;
unsigned bonus_coma : 1;
} special_state;
int login_id1, login_id2;
unsigned short class_; //This is the internal job ID used by the map server to simplify comparisons/queries/etc. [Skotlex]
int packet_ver; // 5: old, 6: 7july04, 7: 13july04, 8: 26july04, 9: 9aug04/16aug04/17aug04, 10: 6sept04, 11: 21sept04, 12: 18oct04, 13: 25oct04 ... 18
struct mmo_charstatus status;
struct registry save_reg;
struct item_data* inventory_data[MAX_INVENTORY]; // direct pointers to itemdb entries (faster than doing item_id lookups)
short equip_index[11];
unsigned int weight,max_weight;
int cart_weight,cart_num;
int fd;
unsigned short mapindex;
unsigned short prev_speed,prev_adelay;
unsigned char head_dir; //0: Look forward. 1: Look right, 2: Look left.
unsigned int client_tick;
int npc_id,areanpc_id,npc_shopid;
int npc_item_flag; //Marks the npc_id with which you can use items during interactions with said npc (see script command enable_itemuse)
int npc_menu;
int npc_amount;
struct script_state *st;
char npc_str[CHATBOX_SIZE]; // for passing npc input box text to script engine
int npc_timer_id; //For player attached npc timers. [Skotlex]
unsigned int chatID;
time_t idletime;
struct{
char name[NAME_LENGTH];
} ignore[MAX_IGNORE_LIST];
int followtimer; // [MouseJstr]
int followtarget;
time_t emotionlasttime; // to limit flood with emotion packets
short skillitem,skillitemlv;
short skillid_old,skilllv_old;
short skillid_dance,skilllv_dance;
char blockskill[MAX_SKILL]; // [celest]
int cloneskill_id;
int menuskill_id, menuskill_val;
int invincible_timer;
unsigned int canlog_tick;
unsigned int canuseitem_tick; // [Skotlex]
unsigned int cantalk_tick;
unsigned int cansendmail_tick; // [Mail System Flood Protection]
unsigned int ks_floodprotect_tick; // [Kill Steal Protection]
short weapontype1,weapontype2;
short disguise; // [Valaris]
struct weapon_data right_weapon, left_weapon;
// here start arrays to be globally zeroed at the beginning of status_calc_pc()
int param_bonus[6],param_equip[6]; //Stores card/equipment bonuses.
int subele[ELE_MAX];
int subrace[RC_MAX];
int subrace2[RC_MAX];
int subsize[3];
int reseff[SC_COMMON_MAX-SC_COMMON_MIN+1];
int weapon_coma_ele[ELE_MAX];
int weapon_coma_race[RC_MAX];
int weapon_atk[16];
int weapon_atk_rate[16];
int arrow_addele[ELE_MAX];
int arrow_addrace[RC_MAX];
int arrow_addsize[3];
int magic_addele[ELE_MAX];
int magic_addrace[RC_MAX];
int magic_addsize[3];
int critaddrace[RC_MAX];
int expaddrace[RC_MAX];
int ignore_mdef[RC_MAX];
int itemgrouphealrate[MAX_ITEMGROUP];
short sp_gain_race[RC_MAX];
// zeroed arrays end here.
// zeroed structures start here
struct s_autospell{
short id, lv, rate, card_id, flag;
} autospell[15], autospell2[15];
struct s_addeffect{
short id, rate, arrow_rate;
unsigned char flag;
} addeff[MAX_PC_BONUS], addeff2[MAX_PC_BONUS];
struct { //skillatk raises bonus dmg% of skills, skillheal increases heal%, skillblown increases bonus blewcount for some skills.
unsigned short id;
short val;
} skillatk[MAX_PC_BONUS], skillheal[5], skillblown[MAX_PC_BONUS], skillcast[MAX_PC_BONUS];
struct {
short value;
int rate;
int tick;
} hp_loss, sp_loss, hp_regen, sp_regen;
struct {
short class_, rate;
} add_def[MAX_PC_BONUS], add_mdef[MAX_PC_BONUS],
add_mdmg[MAX_PC_BONUS];
struct s_add_drop {
short id, group;
int race, rate;
} add_drop[MAX_PC_BONUS];
struct {
int nameid;
int rate;
} itemhealrate[MAX_PC_BONUS];
// zeroed structures end here
// manually zeroed structures start here.
struct s_autoscript {
unsigned short rate, flag;
struct script_code *script;
} autoscript[10], autoscript2[10]; //Auto script on attack, when attacked
// manually zeroed structures end here.
// zeroed vars start here.
int arrow_atk,arrow_ele,arrow_cri,arrow_hit;
int nsshealhp,nsshealsp;
int critical_def,double_rate;
int long_attack_atk_rate; //Long range atk rate, not weapon based. [Skotlex]
int near_attack_def_rate,long_attack_def_rate,magic_def_rate,misc_def_rate;
int ignore_mdef_ele;
int ignore_mdef_race;
int perfect_hit;
int perfect_hit_add;
int get_zeny_rate;
int get_zeny_num; //Added Get Zeny Rate [Skotlex]
int double_add_rate;
int short_weapon_damage_return,long_weapon_damage_return;
int magic_damage_return; // AppleGirl Was Here
int random_attack_increase_add,random_attack_increase_per; // [Valaris]
int break_weapon_rate,break_armor_rate;
int crit_atk_rate;
int classchange; // [Valaris]
int speed_add_rate, aspd_add;
unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex]
short splash_range, splash_add_range;
short add_steal_rate;
short sp_gain_value, hp_gain_value;
short sp_vanish_rate;
short sp_vanish_per;
unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest]
unsigned short unbreakable_equip; //100% break resistance on certain equipment
unsigned short unstripable_equip;
// zeroed vars end here.
int castrate,delayrate,hprate,sprate,dsprate;
int atk_rate;
int speed_rate,hprecov_rate,sprecov_rate;
int matk_rate;
int critical_rate,hit_rate,flee_rate,flee2_rate,def_rate,def2_rate,mdef_rate,mdef2_rate;
int itemid;
short itemindex; //Used item's index in sd->inventory [Skotlex]
short catch_target_class; // pet catching, stores a pet class to catch (short now) [zzo]
short spiritball, spiritball_old;
int spirit_timer[MAX_SKILL_LEVEL];
unsigned char potion_success_counter; //Potion successes in row counter
unsigned char mission_count; //Stores the bounty kill count for TK_MISSION
short mission_mobid; //Stores the target mob_id for TK_MISSION
int die_counter; //Total number of times you've died
int devotion[5]; //Stores the 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;
int party_invite,party_invite_account;
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 vender_id;
int vend_num;
char message[MESSAGE_SIZE];
struct s_vending vending[MAX_VENDING];
struct pet_data *pd;
struct homun_data *hd; // [blackhole89]
struct{
int m; //-1 - none, other: map index corresponding to map name.
unsigned short index; //map index
}feel_map[3];// 0 - Sun; 1 - Moon; 2 - Stars
short hate_mob[3];
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]
int duel_group; // duel vars [LuzZza]
int duel_invite;
char away_message[128]; // [LuzZza]
int cashPoints, kafraPoints;
// Auction System [Zephyrus]
struct {
int index, amount;
} auction;
// Mail System [Zephyrus]
struct {
short nameid;
int index, amount, zeny;
struct mail_data inbox;
} mail;
};
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.
struct npc_data *master_nd;
short class_;
short speed;
char name[NAME_LENGTH+1];// display name
char exname[NAME_LENGTH+1];// unique npc name
int chat_id;
unsigned int next_walktime;
void* chatdb; // pointer to a npc_parse struct (see npc_chat.c)
enum npc_subtype subtype;
union {
struct {
struct script_code *script;
short xs,ys; // OnTouch area radius
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 {
struct npc_item_list* shop_item;
int count;
} shop;
struct {
short xs,ys; // OnTouch area radius
short x,y; // destination coords
unsigned short mapindex; // destination map
} warp;
} u;
};
//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 {
@ -879,139 +247,6 @@ struct spawn_data {
};
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]
struct barricade_data *barricade;
char name[NAME_LENGTH];
struct {
unsigned size : 2; //Small/Big monsters.
unsigned ai : 2; //Special ai for summoned monsters.
//0: Normal mob.
//1: Standard summon, attacks mobs.
//2: Alchemist Marine Sphere
//3: Alchemist Summon Flora
} special_state; //Special mob information that does not needs to be zero'ed on mob respawn.
struct {
unsigned skillstate : 8;
unsigned aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex]
unsigned char steal_flag; //number of steal tries (to prevent steal exploit on mobs with few items) [Lupus]
unsigned steal_coin_flag : 1;
unsigned soul_change_flag : 1; // Celest
unsigned alchemist: 1;
unsigned no_random_walk: 1;
unsigned killer: 1;
unsigned spotted: 1;
unsigned char attacked_count; //For rude attacked.
int provoke_flag; // Celest
} state;
struct guardian_data* guardian_data;
struct {
int id;
unsigned int dmg;
unsigned flag : 1; //0: Normal. 1: Homunc exp
} dmglog[DAMAGELOG_SIZE];
struct spawn_data *spawn; //Spawn data.
struct item *lootitem;
short class_;
unsigned int tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex]
int level;
int target_id,attacked_id;
unsigned int next_walktime,last_thinktime,last_linktime,last_pcneartime;
short move_fail_count;
short lootitem_count;
short min_chase;
int deletetimer;
int master_id,master_dist;
struct npc_data *nd;
unsigned short callback_flag;
short skillidx;
unsigned int skilldelay[MAX_MOBSKILL];
char npc_event[50];
};
/* [blackhole89] */
struct homun_data {
struct block_list bl;
struct unit_data ud;
struct view_data *vd;
struct status_data base_status, battle_status;
struct status_change sc;
struct regen_data regen;
struct s_homunculus_db *homunculusDB; //[orn]
struct s_homunculus homunculus ; //[orn]
struct map_session_data *master; //pointer back to its master
int hungry_timer; //[orn]
unsigned int exp_next;
char blockskill[MAX_SKILL]; // [orn]
};
struct pet_data {
struct block_list bl;
struct unit_data ud;
struct view_data vd;
struct s_pet pet;
struct status_data status;
struct mob_db *db;
struct s_pet_db *petDB;
int pet_hungry_timer;
int target_id;
struct {
unsigned skillbonus : 1;
} state;
int move_fail_count;
unsigned int next_walktime,last_thinktime;
short rate_fix; //Support rate as modified by intimacy (1000 = 100%) [Skotlex]
struct pet_recovery { //Stat recovery
unsigned short type; //Status Change id
unsigned short delay; //How long before curing (secs).
int timer;
} *recovery; //[Valaris] / Reimplemented by [Skotlex]
struct pet_bonus {
unsigned short type; //bStr, bVit?
unsigned short val; //Qty
unsigned short duration; //in secs
unsigned short delay; //Time before recasting (secs)
int timer;
} *bonus; //[Valaris] / Reimplemented by [Skotlex]
struct pet_skill_attack { //Attack Skill
unsigned short id;
unsigned short lv;
unsigned short div_; //0 = Normal skill. >0 = Fixed damage (lv), fixed div_.
unsigned short rate; //Base chance of skill ocurrance (10 = 10% of attacks)
unsigned short bonusrate; //How being 100% loyal affects cast rate (10 = At 1000 intimacy->rate+10%
} *a_skill; //[Skotlex]
struct pet_skill_support { //Support Skill
unsigned short id;
unsigned short lv;
unsigned short hp; //Max HP% for skill to trigger (50 -> 50% for Magnificat)
unsigned short sp; //Max SP% for skill to trigger (100 = no check)
unsigned short delay; //Time (secs) between being able to recast.
int timer;
} *s_skill; //[Skotlex]
struct pet_loot {
struct item *item;
unsigned short count;
unsigned short weight;
unsigned short max;
} *loot; //[Valaris] / Rewritten by [Skotlex]
struct map_session_data *msd;
};
struct flooritem_data {
struct block_list bl;
@ -1022,19 +257,6 @@ struct flooritem_data {
struct item item_data;
};
struct chat_data {
struct block_list bl; // data for this map object
char title[CHATROOM_TITLE_SIZE]; // room title
char pass[CHATROOM_PASS_SIZE]; // password
bool pub; // private/public flag
uint8 users; // current user count
uint8 limit; // join limit
uint8 trigger; // number of users needed to trigger event
struct map_session_data* usersd[20];
struct block_list* owner;
char npc_event[50];
};
enum _sp {
SP_SPEED,SP_BASEEXP,SP_JOBEXP,SP_KARMA,SP_MANNER,SP_HP,SP_MAXHP,SP_SP, // 0-7
SP_MAXSP,SP_STATUSPOINT,SP_0a,SP_BASELEVEL,SP_SKILLPOINT,SP_STR,SP_AGI,SP_VIT, // 8-15

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@ -4,6 +4,9 @@
#ifndef _MERCENARY_H_
#define _MERCENARY_H_
#include "status.h" // struct status_data, struct status_change
#include "unit.h" // struct unit_data
struct s_homunculus_db {
int base_class, evo_class;
char name[NAME_LENGTH];
@ -24,6 +27,24 @@ enum {
SP_HUNGRY = 0x200
};
struct homun_data {
struct block_list bl;
struct unit_data ud;
struct view_data *vd;
struct status_data base_status, battle_status;
struct status_change sc;
struct regen_data regen;
struct s_homunculus_db *homunculusDB; //[orn]
struct s_homunculus homunculus ; //[orn]
struct map_session_data *master; //pointer back to its master
int hungry_timer; //[orn]
unsigned int exp_next;
char blockskill[MAX_SKILL]; // [orn]
};
#define homdb_checkid(id) (id >= HM_CLASS_BASE && id <= HM_CLASS_MAX)
// merc_is_hom_alive(struct homun_data *)

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@ -17,6 +17,7 @@
#include "clif.h"
#include "intif.h"
#include "pc.h"
#include "pet.h"
#include "status.h"
#include "mob.h"
#include "mercenary.h" //[orn]

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@ -5,8 +5,11 @@
#define _MOB_H_
#include "../common/mmo.h" // struct item
#include "unit.h" // unit_stop_walking(), unit_stop_attack()
#include "guild.h" // struct guardian_data
#include "map.h" // struct status_data, struct view_data, struct mob_skill
#include "status.h" // struct status data, struct status_change
#include "unit.h" // unit_stop_walking(), unit_stop_attack()
#define MAX_RANDOMMONSTER 4
#define MAX_MOB_RACE_DB 6
@ -80,6 +83,67 @@ struct mob_db {
struct spawn_info spawn[10];
};
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]
struct barricade_data *barricade;
char name[NAME_LENGTH];
struct {
unsigned size : 2; //Small/Big monsters.
unsigned ai : 2; //Special ai for summoned monsters.
//0: Normal mob.
//1: Standard summon, attacks mobs.
//2: Alchemist Marine Sphere
//3: Alchemist Summon Flora
} special_state; //Special mob information that does not needs to be zero'ed on mob respawn.
struct {
unsigned skillstate : 8;
unsigned aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex]
unsigned char steal_flag; //number of steal tries (to prevent steal exploit on mobs with few items) [Lupus]
unsigned steal_coin_flag : 1;
unsigned soul_change_flag : 1; // Celest
unsigned alchemist: 1;
unsigned no_random_walk: 1;
unsigned killer: 1;
unsigned spotted: 1;
unsigned char attacked_count; //For rude attacked.
int provoke_flag; // Celest
} state;
struct guardian_data* guardian_data;
struct {
int id;
unsigned int dmg;
unsigned flag : 1; //0: Normal. 1: Homunc exp
} dmglog[DAMAGELOG_SIZE];
struct spawn_data *spawn; //Spawn data.
struct item *lootitem;
short class_;
unsigned int tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex]
int level;
int target_id,attacked_id;
unsigned int next_walktime,last_thinktime,last_linktime,last_pcneartime;
short move_fail_count;
short lootitem_count;
short min_chase;
int deletetimer;
int master_id,master_dist;
struct npc_data *nd;
unsigned short callback_flag;
short skillidx;
unsigned int skilldelay[MAX_MOBSKILL];
char npc_event[50];
};
enum {
MST_TARGET = 0,
MST_RANDOM, //Random Target!

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@ -4,11 +4,66 @@
#ifndef _NPC_H_
#define _NPC_H_
//#include "map.h"
#include "map.h" // struct block_list
#include "status.h" // struct status_change
#include "unit.h" // struct unit_data
struct block_list;
struct npc_data;
struct view_data;
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.
struct npc_data *master_nd;
short class_;
short speed;
char name[NAME_LENGTH+1];// display name
char exname[NAME_LENGTH+1];// unique npc name
int chat_id;
unsigned int next_walktime;
void* chatdb; // pointer to a npc_parse struct (see npc_chat.c)
enum npc_subtype subtype;
union {
struct {
struct script_code *script;
short xs,ys; // OnTouch area radius
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 {
struct npc_item_list* shop_item;
int count;
} shop;
struct {
short xs,ys; // OnTouch area radius
short x,y; // destination coords
unsigned short mapindex; // destination map
} warp;
} u;
};
#define START_NPC_NUM 110000000
#define WARP_CLASS 45

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@ -9,7 +9,9 @@
#include "../common/showmsg.h"
#include "../common/strlib.h"
#include "map.h" // struct mob_data, struct npc_data
#include "mob.h" // struct mob_data
#include "npc.h" // struct npc_data
#include "pc.h" // struct map_session_data
#include "script.h" // set_var()
#include "pcre.h"

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@ -4,15 +4,33 @@
#ifndef _PARTY_H_
#define _PARTY_H_
//#include "map.h"
#include "../common/mmo.h" // struct party
struct block_list;
struct map_session_data;
struct party;
struct party_data;
struct item;
#include <stdarg.h>
struct party_member_data {
struct map_session_data *sd;
unsigned int hp; //For HP,x,y refreshing.
unsigned short x, y;
};
struct party_data {
struct party party;
struct party_member_data data[MAX_PARTY];
uint8 itemc; //For item distribution, position of last picker in party
struct {
unsigned monk : 1; //There's at least one monk in party?
unsigned sg : 1; //There's at least one Star Gladiator in party?
unsigned snovice :1; //There's a Super Novice
unsigned tk : 1; //There's a taekwon
} state;
};
extern int party_share_level;
void do_init_party(void);

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@ -4,6 +4,21 @@
#ifndef _PATH_H_
#define _PATH_H_
#include "map.h" // enum cell_chk
#define MAX_WALKPATH 32
struct walkpath_data {
unsigned char path_len,path_pos;
unsigned char path[MAX_WALKPATH];
};
struct shootpath_data {
int rx,ry,len;
int x[MAX_WALKPATH];
int y[MAX_WALKPATH];
};
// calculates destination cell for knockback
int path_blownpos(int m,int x0,int y0,int dx,int dy,int count);

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@ -7,9 +7,340 @@
#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 "map.h" // JOB_*, struct map_session_data
#include "status.h" // OPTION_*
#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 "status.h" // OPTION_*, struct weapon_atk
#include "unit.h" // unit_stop_attack(), unit_stop_walking()
#include "vending.h" // struct s_vending
#define MAX_PC_BONUS 10
struct weapon_data {
int atkmods[3];
// all the variables except atkmods get zero'ed in each call of status_calc_pc
// NOTE: if you want to add a non-zeroed variable, you need to update the memset call
// in status_calc_pc as well! All the following are automatically zero'ed. [Skotlex]
int overrefine;
int star;
int ignore_def_ele;
int ignore_def_race;
int def_ratio_atk_ele;
int def_ratio_atk_race;
int addele[ELE_MAX];
int addrace[RC_MAX];
int addrace2[RC_MAX];
int addsize[3];
struct drain_data {
short rate;
short per;
short value;
unsigned type:1;
} hp_drain[RC_MAX], sp_drain[RC_MAX];
struct {
short class_, rate;
} add_dmg[MAX_PC_BONUS];
};
struct 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 active : 1; //Marks active player (not active is logging in/out, or changing map servers)
unsigned menu_or_input : 1;// if a script is waiting for feedback from the player
unsigned dead_sit : 2;
unsigned lr_flag : 2;
unsigned connect_new : 1;
unsigned arrow_atk : 1;
unsigned skill_flag : 1;
unsigned gangsterparadise : 1;
unsigned rest : 1;
unsigned storage_flag : 2; //0: closed, 1: Normal Storage open, 2: guild storage open [Skotlex]
unsigned snovice_call_flag : 2; //Summon Angel (stage 1~3)
unsigned snovice_dead_flag : 2; //Explosion spirits on death: 0 off, 1 active, 2 used.
unsigned abra_flag : 1; // Abracadabra bugfix by Aru
unsigned autotrade : 1; //By Fantik
unsigned reg_dirty : 3; //By Skotlex (marks whether registry variables have been saved or not yet)
unsigned showdelay :1;
unsigned showexp :1;
unsigned showzeny :1;
unsigned mainchat :1; //[LuzZza]
unsigned noask :1; // [LuzZza]
unsigned trading :1; //[Skotlex] is 1 only after a trade has started.
unsigned deal_locked :2; //1: Clicked on OK. 2: Clicked on TRADE
unsigned 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 blockedmove :1;
unsigned using_fake_npc :1;
unsigned rewarp :1; //Signals that a player should warp as soon as he is done loading a map. [Skotlex]
unsigned killer : 1;
unsigned killable : 1;
unsigned doridori : 1;
unsigned ignoreAll : 1;
unsigned short autoloot;
unsigned short autolootid; // [Zephyrus]
unsigned noks : 3; // [Zeph Kill Steal Protection]
bool changemap;
struct guild *gmaster_flag;
} state;
struct {
unsigned char no_weapon_damage, no_magic_damage, no_misc_damage;
unsigned restart_full_recover : 1;
unsigned no_castcancel : 1;
unsigned no_castcancel2 : 1;
unsigned no_sizefix : 1;
unsigned no_gemstone : 1;
unsigned intravision : 1; // Maya Purple Card effect [DracoRPG]
unsigned perfect_hiding : 1; // [Valaris]
unsigned no_knockback : 1;
unsigned bonus_coma : 1;
} special_state;
int login_id1, login_id2;
unsigned short class_; //This is the internal job ID used by the map server to simplify comparisons/queries/etc. [Skotlex]
int packet_ver; // 5: old, 6: 7july04, 7: 13july04, 8: 26july04, 9: 9aug04/16aug04/17aug04, 10: 6sept04, 11: 21sept04, 12: 18oct04, 13: 25oct04 ... 18
struct mmo_charstatus status;
struct registry save_reg;
struct item_data* inventory_data[MAX_INVENTORY]; // direct pointers to itemdb entries (faster than doing item_id lookups)
short equip_index[11];
unsigned int weight,max_weight;
int cart_weight,cart_num;
int fd;
unsigned short mapindex;
unsigned short prev_speed,prev_adelay;
unsigned char head_dir; //0: Look forward. 1: Look right, 2: Look left.
unsigned int client_tick;
int npc_id,areanpc_id,npc_shopid;
int npc_item_flag; //Marks the npc_id with which you can use items during interactions with said npc (see script command enable_itemuse)
int npc_menu;
int npc_amount;
struct script_state *st;
char npc_str[CHATBOX_SIZE]; // for passing npc input box text to script engine
int npc_timer_id; //For player attached npc timers. [Skotlex]
unsigned int chatID;
time_t idletime;
struct{
char name[NAME_LENGTH];
} ignore[MAX_IGNORE_LIST];
int followtimer; // [MouseJstr]
int followtarget;
time_t emotionlasttime; // to limit flood with emotion packets
short skillitem,skillitemlv;
short skillid_old,skilllv_old;
short skillid_dance,skilllv_dance;
char blockskill[MAX_SKILL]; // [celest]
int cloneskill_id;
int menuskill_id, menuskill_val;
int invincible_timer;
unsigned int canlog_tick;
unsigned int canuseitem_tick; // [Skotlex]
unsigned int cantalk_tick;
unsigned int cansendmail_tick; // [Mail System Flood Protection]
unsigned int ks_floodprotect_tick; // [Kill Steal Protection]
short weapontype1,weapontype2;
short disguise; // [Valaris]
struct weapon_data right_weapon, left_weapon;
// here start arrays to be globally zeroed at the beginning of status_calc_pc()
int param_bonus[6],param_equip[6]; //Stores card/equipment bonuses.
int subele[ELE_MAX];
int subrace[RC_MAX];
int subrace2[RC_MAX];
int subsize[3];
int reseff[SC_COMMON_MAX-SC_COMMON_MIN+1];
int weapon_coma_ele[ELE_MAX];
int weapon_coma_race[RC_MAX];
int weapon_atk[16];
int weapon_atk_rate[16];
int arrow_addele[ELE_MAX];
int arrow_addrace[RC_MAX];
int arrow_addsize[3];
int magic_addele[ELE_MAX];
int magic_addrace[RC_MAX];
int magic_addsize[3];
int critaddrace[RC_MAX];
int expaddrace[RC_MAX];
int ignore_mdef[RC_MAX];
int itemgrouphealrate[MAX_ITEMGROUP];
short sp_gain_race[RC_MAX];
// zeroed arrays end here.
// zeroed structures start here
struct s_autospell{
short id, lv, rate, card_id, flag;
} autospell[15], autospell2[15];
struct s_addeffect{
short id, rate, arrow_rate;
unsigned char flag;
} addeff[MAX_PC_BONUS], addeff2[MAX_PC_BONUS];
struct { //skillatk raises bonus dmg% of skills, skillheal increases heal%, skillblown increases bonus blewcount for some skills.
unsigned short id;
short val;
} skillatk[MAX_PC_BONUS], skillheal[5], skillblown[MAX_PC_BONUS], skillcast[MAX_PC_BONUS];
struct {
short value;
int rate;
int tick;
} hp_loss, sp_loss, hp_regen, sp_regen;
struct {
short class_, rate;
} add_def[MAX_PC_BONUS], add_mdef[MAX_PC_BONUS],
add_mdmg[MAX_PC_BONUS];
struct s_add_drop {
short id, group;
int race, rate;
} add_drop[MAX_PC_BONUS];
struct {
int nameid;
int rate;
} itemhealrate[MAX_PC_BONUS];
// zeroed structures end here
// manually zeroed structures start here.
struct s_autoscript {
unsigned short rate, flag;
struct script_code *script;
} autoscript[10], autoscript2[10]; //Auto script on attack, when attacked
// manually zeroed structures end here.
// zeroed vars start here.
int arrow_atk,arrow_ele,arrow_cri,arrow_hit;
int nsshealhp,nsshealsp;
int critical_def,double_rate;
int long_attack_atk_rate; //Long range atk rate, not weapon based. [Skotlex]
int near_attack_def_rate,long_attack_def_rate,magic_def_rate,misc_def_rate;
int ignore_mdef_ele;
int ignore_mdef_race;
int perfect_hit;
int perfect_hit_add;
int get_zeny_rate;
int get_zeny_num; //Added Get Zeny Rate [Skotlex]
int double_add_rate;
int short_weapon_damage_return,long_weapon_damage_return;
int magic_damage_return; // AppleGirl Was Here
int random_attack_increase_add,random_attack_increase_per; // [Valaris]
int break_weapon_rate,break_armor_rate;
int crit_atk_rate;
int classchange; // [Valaris]
int speed_add_rate, aspd_add;
unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex]
short splash_range, splash_add_range;
short add_steal_rate;
short sp_gain_value, hp_gain_value;
short sp_vanish_rate;
short sp_vanish_per;
unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest]
unsigned short unbreakable_equip; //100% break resistance on certain equipment
unsigned short unstripable_equip;
// zeroed vars end here.
int castrate,delayrate,hprate,sprate,dsprate;
int atk_rate;
int speed_rate,hprecov_rate,sprecov_rate;
int matk_rate;
int critical_rate,hit_rate,flee_rate,flee2_rate,def_rate,def2_rate,mdef_rate,mdef2_rate;
int itemid;
short itemindex; //Used item's index in sd->inventory [Skotlex]
short catch_target_class; // pet catching, stores a pet class to catch (short now) [zzo]
short spiritball, spiritball_old;
int spirit_timer[MAX_SKILL_LEVEL];
unsigned char potion_success_counter; //Potion successes in row counter
unsigned char mission_count; //Stores the bounty kill count for TK_MISSION
short mission_mobid; //Stores the target mob_id for TK_MISSION
int die_counter; //Total number of times you've died
int devotion[5]; //Stores the 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;
int party_invite,party_invite_account;
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 vender_id;
int vend_num;
char message[MESSAGE_SIZE];
struct s_vending vending[MAX_VENDING];
struct pet_data *pd;
struct homun_data *hd; // [blackhole89]
struct{
int m; //-1 - none, other: map index corresponding to map name.
unsigned short index; //map index
}feel_map[3];// 0 - Sun; 1 - Moon; 2 - Stars
short hate_mob[3];
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]
int duel_group; // duel vars [LuzZza]
int duel_invite;
char away_message[128]; // [LuzZza]
int cashPoints, kafraPoints;
// Auction System [Zephyrus]
struct {
int index, amount;
} auction;
// Mail System [Zephyrus]
struct {
short nameid;
int index, amount, zeny;
struct mail_data inbox;
} mail;
};
//Update this max as necessary. 54 is the value needed for Super Baby currently
#define MAX_SKILL_TREE 54
@ -104,6 +435,7 @@ struct duel {
int max_players_limit;
};
#define MAX_DUEL 1024
extern struct duel duel_list[MAX_DUEL];
extern int duel_count;

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@ -33,6 +33,67 @@ extern struct s_pet_db pet_db[MAX_PET_DB];
enum { PET_CLASS,PET_CATCH,PET_EGG,PET_EQUIP,PET_FOOD };
struct pet_data {
struct block_list bl;
struct unit_data ud;
struct view_data vd;
struct s_pet pet;
struct status_data status;
struct mob_db *db;
struct s_pet_db *petDB;
int pet_hungry_timer;
int target_id;
struct {
unsigned skillbonus : 1;
} state;
int move_fail_count;
unsigned int next_walktime,last_thinktime;
short rate_fix; //Support rate as modified by intimacy (1000 = 100%) [Skotlex]
struct pet_recovery { //Stat recovery
unsigned short type; //Status Change id
unsigned short delay; //How long before curing (secs).
int timer;
} *recovery; //[Valaris] / Reimplemented by [Skotlex]
struct pet_bonus {
unsigned short type; //bStr, bVit?
unsigned short val; //Qty
unsigned short duration; //in secs
unsigned short delay; //Time before recasting (secs)
int timer;
} *bonus; //[Valaris] / Reimplemented by [Skotlex]
struct pet_skill_attack { //Attack Skill
unsigned short id;
unsigned short lv;
unsigned short div_; //0 = Normal skill. >0 = Fixed damage (lv), fixed div_.
unsigned short rate; //Base chance of skill ocurrance (10 = 10% of attacks)
unsigned short bonusrate; //How being 100% loyal affects cast rate (10 = At 1000 intimacy->rate+10%
} *a_skill; //[Skotlex]
struct pet_skill_support { //Support Skill
unsigned short id;
unsigned short lv;
unsigned short hp; //Max HP% for skill to trigger (50 -> 50% for Magnificat)
unsigned short sp; //Max SP% for skill to trigger (100 = no check)
unsigned short delay; //Time (secs) between being able to recast.
int timer;
} *s_skill; //[Skotlex]
struct pet_loot {
struct item *item;
unsigned short count;
unsigned short weight;
unsigned short max;
} *loot; //[Valaris] / Rewritten by [Skotlex]
struct map_session_data *msd;
};
int pet_create_egg(struct map_session_data *sd, int item_id);
int pet_hungry_val(struct pet_data *pd);
int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type);

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@ -101,6 +101,16 @@ struct script_state {
} sleep;
};
struct script_reg {
int index;
int data;
};
struct script_regstr {
int index;
char* data;
};
enum script_parse_options {
SCRIPT_USE_LABEL_DB = 0x1,// records labels in scriptlabel_db
SCRIPT_IGNORE_EXTERNAL_BRACKETS = 0x2,// ignores the check for {} brackets around the script

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@ -4,8 +4,13 @@
#ifndef _SKILL_H_
#define _SKILL_H_
#include "../common/mmo.h" // MAX_SKILL
#include "map.h" // MAX_SKILL_LEVEL, ...
#include "../common/mmo.h" // MAX_SKILL, struct square
#include "map.h" // struct block_list
struct map_session_data;
struct homun_data;
struct skill_unit;
struct skill_unit_group;
struct status_change_entry;
#define MAX_SKILL_DB MAX_SKILL
#define MAX_SKILL_PRODUCE_DB 150
@ -13,6 +18,8 @@
#define MAX_SKILL_ARROW_DB 150
#define MAX_SKILL_ABRA_DB 350
#define MAX_SKILL_LEVEL 100
//Constants to identify the skill's inf value:
#define INF_ATTACK_SKILL 1
#define INF_GROUND_SKILL 2
@ -99,6 +106,60 @@ struct s_skill_unit_layout {
int dy[MAX_SKILL_UNIT_COUNT];
};
#define MAX_SKILLTIMERSKILL 15
struct skill_timerskill {
int timer;
int src_id;
int target_id;
int map;
short x,y;
short skill_id,skill_lv;
int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
int flag;
};
#define MAX_SKILLUNITGROUP 25
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;
short 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 song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
} state;
};
struct skill_unit {
struct block_list bl;
struct skill_unit_group *group;
int limit;
int val1,val2;
short alive,range;
};
#define MAX_SKILLUNITGROUPTICKSET 25
struct skill_unit_group_tickset {
unsigned int tick;
int id;
};
enum {
UF_DEFNOTENEMY = 0x0001, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
UF_NOREITERATION = 0x0002, // Spell cannot be stacked
@ -140,11 +201,6 @@ extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
extern int enchant_eff[5];
extern int deluge_eff[5];
struct block_list;
struct map_session_data;
struct skill_unit;
struct skill_unit_group;
int do_init_skill(void);
int do_final_skill(void);
@ -213,8 +269,7 @@ int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group);
int skill_clear_unitgroup(struct block_list *src);
int skill_clear_group(struct block_list *bl, int flag);
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
int damage,unsigned int tick);
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage,unsigned int tick);
int skill_castfix( struct block_list *bl, int skill_id, int skill_lv);
int skill_castfix_sc( struct block_list *bl, int time);

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@ -4,7 +4,6 @@
#ifndef _STATUS_H_
#define _STATUS_H_
//#include "map.h"
struct block_list;
struct mob_data;
struct pet_data;
@ -17,6 +16,7 @@ struct status_change;
extern unsigned long StatusChangeFlagTable[];
// Status changes listing. These code are for use by the server.
enum sc_type {
//First we enumerate common status ailments which are often used around.
@ -583,6 +583,106 @@ enum {
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM)
//Basic damage info of a weapon
//Required because players have two of these, one in status_data
//and another for their left hand weapon.
struct weapon_atk {
unsigned short atk, atk2;
unsigned short range;
unsigned char ele;
};
//For holding basic status (which can be modified by status changes)
struct status_data {
unsigned int
hp, sp,
max_hp, max_sp;
unsigned short
str, agi, vit, int_, dex, luk,
batk,
matk_min, matk_max,
speed,
amotion, adelay, dmotion,
mode;
short
hit, flee, cri, flee2,
def2, mdef2,
aspd_rate;
unsigned char
def_ele, ele_lv,
size, race;
signed char
def, mdef;
struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};
//Additional regen data that only players have.
struct regen_data_sub {
unsigned short
hp,sp;
//tick accumulation before healing.
struct {
unsigned int hp,sp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char hp,sp;
} rate;
};
struct regen_data {
unsigned short flag; //Marks what stuff you may heal or not.
unsigned short
hp,sp,shp,ssp;
//tick accumulation before healing.
struct {
unsigned int hp,sp,shp,ssp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char
hp,sp,shp,ssp;
} rate;
struct {
unsigned walk:1; //Can you regen even when walking?
unsigned gc:1; //Tags when you should have double regen due to GVG castle
unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
} state;
//skill-regen, sitting-skill-regen (since not all chars with regen need it)
struct regen_data_sub *sregen, *ssregen;
};
struct status_change_entry {
int timer;
int val1,val2,val3,val4;
};
struct status_change {
unsigned int option;// effect state (bitfield)
unsigned int opt3;// skill state (bitfield)
unsigned short opt1;// body state
unsigned short opt2;// health state (bitfield)
unsigned char count;
//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
unsigned char jb_flag; //Joint Beat type flag
unsigned short mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
int sg_id; //ID of the previous Storm gust that hit you
unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
struct status_change_entry *data[SC_MAX];
};
int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
//Define for standard HP damage attacks.
#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)

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@ -9,6 +9,56 @@ struct block_list;
struct unit_data;
struct map_session_data;
#include "map.h" // struct block_list
#include "path.h" // struct walkpath_data
#include "skill.h" // struct skill_timerskill, struct skill_unit_group, struct skill_unit_group_tickset
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;
uint8 dir;
unsigned char walk_count;
struct {
unsigned change_walk_target : 1 ;
unsigned skillcastcancel : 1 ;
unsigned attack_continue : 1 ;
unsigned walk_easy : 1 ;
unsigned running : 1;
unsigned speed_changed : 1;
} state;
};
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;
};
// PC, MOB, PET に共通する処理を1つにまとめる計画
// 歩行開始

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@ -8,6 +8,12 @@
//#include "map.h"
struct map_session_data;
struct s_vending {
short index;
short amount;
unsigned int value;
};
void vending_closevending(struct map_session_data* sd);
void vending_openvending(struct map_session_data* sd, const char* message, bool flag, const uint8* data, int count);
void vending_vendinglistreq(struct map_session_data* sd, int id);