
- Added Ishizu's code to check ammo type on attack. No more using Grenade rounds with Guns. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7959 54d463be-8e91-2dee-dedb-b68131a5f0ec
307 lines
12 KiB
C
307 lines
12 KiB
C
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#ifndef _PC_H_
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#define _PC_H_
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#include "map.h"
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#include "unit.h"
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#define OPTION_MASK 0xd7b8
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#define CART_MASK 0x788
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//Update this max as necessary. 53 is the value needed for Super Baby currently
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#define MAX_SKILL_TREE 53
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enum {
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W_FIST, //Bare hands
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W_DAGGER, //1
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W_1HSWORD, //2
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W_2HSWORD, //3
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W_1HSPEAR, //4
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W_2HSPEAR, //5
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W_1HAXE, //6
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W_2HAXE, //7
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W_MACE, //8
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W_UNKNOWN, //View 9 seems unused anywhere
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W_STAFF, //10
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W_BOW, //11
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W_KNUCKLE, //12
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W_MUSICAL, //13
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W_WHIP, //14
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W_BOOK, //15
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W_KATAR, //16
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W_REVOLVER, //17
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W_RIFLE, //18
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W_SHOTGUN, //19
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W_GATLING, //20
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W_GRENADE, //21
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W_HUUMA, //22
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MAX_WEAPON_TYPE
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} weapon_type;
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enum {
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A_ARROW = 1,
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A_DAGGER, //2
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A_BULLET, //3
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A_SHELL, //4
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A_GRENADE, //5
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A_SHURIKEN, //6
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A_KUNAI //7
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} ammo_type;
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//Equip position constants
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enum {
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EQP_HEAD_LOW = 0x0001,
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EQP_HEAD_MID = 0x0200, //512
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EQP_HEAD_TOP = 0x0100, //256
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EQP_HAND_R = 0x0002,
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EQP_HAND_L = 0x0020, //32
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EQP_ARMOR = 0x0010, //16
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EQP_SHOES = 0x0040, //64
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EQP_GARMENT = 0x0004,
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EQP_ACC_L = 0x0008,
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EQP_ACC_R = 0x0080, //128
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EQP_AMMO = 0x8000, //32768
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} equip_pos_enum;
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#define EQP_WEAPON (EQP_HAND_R|EQP_HAND_L)
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#define EQP_SHIELD EQP_HAND_L
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#define EQP_HELM (EQP_HEAD_LOW|EQP_HEAD_MID|EQP_HEAD_TOP)
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#define EQP_ACC (EQP_ACC_L|EQP_ACC_R)
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//Equip indexes constants. (eg: sd->equip_index[EQI_AMMO] returns the index
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//where the arrows are equipped)
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enum {
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EQI_ACC_L = 0,
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EQI_ACC_R,
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EQI_SHOES,
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EQI_GARMENT,
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EQI_HEAD_LOW,
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EQI_HEAD_MID,
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EQI_HEAD_TOP,
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EQI_ARMOR,
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EQI_HAND_L,
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EQI_HAND_R,
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EQI_AMMO,
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EQI_MAX
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} equip_index_enum;
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#define pc_setdead(sd) ((sd)->state.dead_sit = (sd)->vd.dead_sit = 1)
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#define pc_setsit(sd) ((sd)->state.dead_sit = (sd)->vd.dead_sit = 2)
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#define pc_isdead(sd) ((sd)->state.dead_sit == 1)
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#define pc_issit(sd) ((sd)->vd.dead_sit == 2)
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#define pc_setdir(sd,b,h) ((sd)->ud.dir = (b) ,(sd)->head_dir = (h) )
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#define pc_setchatid(sd,n) ((sd)->chatID = n)
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#define pc_ishiding(sd) ((sd)->sc.option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
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#define pc_iscloaking(sd) (!((sd)->sc.option&OPTION_CHASEWALK) && ((sd)->sc.option&OPTION_CLOAK))
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#define pc_ischasewalk(sd) ((sd)->sc.option&OPTION_CHASEWALK)
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#define pc_iscarton(sd) ((sd)->sc.option&CART_MASK)
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#define pc_isfalcon(sd) ((sd)->sc.option&OPTION_FALCON)
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#define pc_isriding(sd) ((sd)->sc.option&OPTION_RIDING)
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#define pc_isinvisible(sd) ((sd)->sc.option&OPTION_INVISIBLE)
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#define pc_is50overweight(sd) (sd->weight*2 >= sd->max_weight)
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#define pc_is90overweight(sd) (sd->weight*10 >= sd->max_weight*9)
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#define pc_maxparameter(sd) ((sd->class_&JOBL_BABY) ? battle_config.max_baby_parameter : battle_config.max_parameter)
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#define pc_stop_attack(sd) { if (sd->ud.attacktimer!=-1) { unit_stop_attack(&sd->bl); sd->ud.target = 0; } }
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#define pc_stop_walking(sd, type) { if (sd->ud.walktimer!=-1) unit_stop_walking(&sd->bl, type); }
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//Weapon check considering dual wielding.
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#define pc_check_weapontype(sd, type) ((type)&((sd)->status.weapon < MAX_WEAPON_TYPE? \
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1<<(sd)->status.weapon:(1<<(sd)->weapontype1)|(1<<(sd)->weapontype2)))
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//Checks if the given class value corresponds to a player class. [Skotlex]
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#define pcdb_checkid(class_) (class_ <= JOB_XMAS || (class_ >= JOB_NOVICE_HIGH && class_ <= JOB_SOUL_LINKER))
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int pc_isGM(struct map_session_data *sd);
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int pc_getrefinebonus(int lv,int type);
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int pc_can_give_items(int level); //[Lupus]
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int pc_setrestartvalue(struct map_session_data *sd,int type);
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int pc_makesavestatus(struct map_session_data *);
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int pc_setnewpc(struct map_session_data*,int,int,int,unsigned int,int,int);
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int pc_authok(struct map_session_data*, int, time_t, struct mmo_charstatus *);
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int pc_authfail(struct map_session_data *);
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int pc_reg_received(struct map_session_data *sd);
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int pc_isequip(struct map_session_data *sd,int n);
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int pc_equippoint(struct map_session_data *sd,int n);
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int pc_checkskill(struct map_session_data *sd,int skill_id);
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int pc_checkallowskill(struct map_session_data *sd);
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int pc_checkequip(struct map_session_data *sd,int pos);
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int pc_calc_skilltree(struct map_session_data *sd);
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int pc_calc_skilltree_normalize_job(struct map_session_data *sd);
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int pc_clean_skilltree(struct map_session_data *sd);
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#define pc_checkoverhp(sd) (sd->battle_status.hp == sd->battle_status.max_hp)
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#define pc_checkoversp(sd) (sd->battle_status.sp == sd->battle_status.max_sp)
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int pc_setpos(struct map_session_data*,unsigned short,int,int,int);
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int pc_setsavepoint(struct map_session_data*,short,int,int);
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int pc_randomwarp(struct map_session_data *sd,int type);
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int pc_memo(struct map_session_data *sd,int i);
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int pc_remove_map(struct map_session_data *sd,int clrtype);
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int pc_checkadditem(struct map_session_data*,int,int);
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int pc_inventoryblank(struct map_session_data*);
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int pc_search_inventory(struct map_session_data *sd,int item_id);
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int pc_payzeny(struct map_session_data*,int);
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int pc_additem(struct map_session_data*,struct item*,int);
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int pc_getzeny(struct map_session_data*,int);
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int pc_delitem(struct map_session_data*,int,int,int);
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int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount);
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int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type);
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int pc_putitemtocart(struct map_session_data *sd,int idx,int amount);
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int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount);
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int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount);
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int pc_takeitem(struct map_session_data*,struct flooritem_data*);
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int pc_dropitem(struct map_session_data*,int,int);
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int pc_checkweighticon(struct map_session_data *sd);
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int pc_bonus(struct map_session_data*,int,int);
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int pc_bonus2(struct map_session_data *sd,int,int,int);
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int pc_bonus3(struct map_session_data *sd,int,int,int,int);
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int pc_bonus4(struct map_session_data *sd,int,int,int,int,int);
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int pc_skill(struct map_session_data*,int,int,int);
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int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip);
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int pc_steal_item(struct map_session_data *sd,struct block_list *bl);
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int pc_steal_coin(struct map_session_data *sd,struct block_list *bl);
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int pc_modifybuyvalue(struct map_session_data*,int);
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int pc_modifysellvalue(struct map_session_data*,int);
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int pc_follow(struct map_session_data*, int); // [MouseJstr]
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int pc_stop_following(struct map_session_data*);
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unsigned int pc_maxbaselv(struct map_session_data *sd);
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unsigned int pc_maxjoblv(struct map_session_data *sd);
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int pc_checkbaselevelup(struct map_session_data *sd);
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int pc_checkjoblevelup(struct map_session_data *sd);
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int pc_gainexp(struct map_session_data*,struct block_list*,unsigned int,unsigned int);
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unsigned int pc_nextbaseexp(struct map_session_data *);
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unsigned int pc_nextjobexp(struct map_session_data *);
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int pc_need_status_point(struct map_session_data *,int);
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int pc_statusup(struct map_session_data*,int);
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int pc_statusup2(struct map_session_data*,int,int);
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int pc_skillup(struct map_session_data*,int);
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int pc_allskillup(struct map_session_data*);
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int pc_resetlvl(struct map_session_data*,int type);
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int pc_resetstate(struct map_session_data*);
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int pc_resetskill(struct map_session_data*, int);
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int pc_resetfeel(struct map_session_data*);
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int pc_equipitem(struct map_session_data*,int,int);
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int pc_unequipitem(struct map_session_data*,int,int);
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int pc_checkitem(struct map_session_data*);
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int pc_useitem(struct map_session_data*,int);
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void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp);
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int pc_dead(struct map_session_data *sd,struct block_list *src);
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void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp);
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void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type);
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int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp);
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int pc_percentheal(struct map_session_data *sd,int,int);
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int pc_jobchange(struct map_session_data *,int, int);
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int pc_setoption(struct map_session_data *,int);
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int pc_setcart(struct map_session_data *sd,int type);
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int pc_setfalcon(struct map_session_data *sd);
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int pc_setriding(struct map_session_data *sd);
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int pc_changelook(struct map_session_data *,int,int);
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int pc_equiplookall(struct map_session_data *sd);
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int pc_readparam(struct map_session_data*,int);
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int pc_setparam(struct map_session_data*,int,int);
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int pc_readreg(struct map_session_data*,int);
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int pc_setreg(struct map_session_data*,int,int);
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char *pc_readregstr(struct map_session_data *sd,int reg);
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int pc_setregstr(struct map_session_data *sd,int reg,char *str);
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#define pc_readglobalreg(sd,reg) pc_readregistry(sd,reg,3)
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#define pc_setglobalreg(sd,reg,val) pc_setregistry(sd,reg,val,3)
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#define pc_readglobalreg_str(sd,reg) pc_readregistry_str(sd,reg,3)
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#define pc_setglobalreg_str(sd,reg,val) pc_setregistry_str(sd,reg,val,3)
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#define pc_readaccountreg(sd,reg) pc_readregistry(sd,reg,2)
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#define pc_setaccountreg(sd,reg,val) pc_setregistry(sd,reg,val,2)
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#define pc_readaccountregstr(sd,reg) pc_readregistry_str(sd,reg,2)
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#define pc_setaccountregstr(sd,reg,val) pc_setregistry_str(sd,reg,val,2)
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#define pc_readaccountreg2(sd,reg) pc_readregistry(sd,reg,1)
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#define pc_setaccountreg2(sd,reg,val) pc_setregistry(sd,reg,val,1)
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#define pc_readaccountreg2str(sd,reg) pc_readregistry_str(sd,reg,1)
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#define pc_setaccountreg2str(sd,reg,val) pc_setregistry_str(sd,reg,val,1)
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int pc_readregistry(struct map_session_data*,char*,int);
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int pc_setregistry(struct map_session_data*,char*,int,int);
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char *pc_readregistry_str(struct map_session_data*,char*,int);
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int pc_setregistry_str(struct map_session_data*,char*,char*,int);
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int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name);
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int pc_deleventtimer(struct map_session_data *sd,const char *name);
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int pc_cleareventtimer(struct map_session_data *sd);
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int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick);
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int pc_calc_pvprank(struct map_session_data *sd);
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int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data);
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int pc_ismarried(struct map_session_data *sd);
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int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd);
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int pc_divorce(struct map_session_data *sd);
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int pc_adoption(struct map_session_data *sd,struct map_session_data *dstsd,struct map_session_data *jasd);
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struct map_session_data *pc_get_partner(struct map_session_data *sd);
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struct map_session_data *pc_get_father(struct map_session_data *sd);
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struct map_session_data *pc_get_mother(struct map_session_data *sd);
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struct map_session_data *pc_get_child(struct map_session_data *sd);
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int pc_set_gm_level(int account_id, int level);
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void pc_setstand(struct map_session_data *sd);
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int pc_candrop(struct map_session_data *sd,struct item *item);
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int pc_jobid2mapid(unsigned short b_class); // Skotlex
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int pc_mapid2jobid(unsigned short class_, int sex); // Skotlex
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char * job_name(int class_);
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struct skill_tree_entry {
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short id;
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unsigned char max;
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unsigned char joblv;
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struct {
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short id;
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unsigned char lv;
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} need[5];
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}; // Celest
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extern struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
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int pc_read_gm_account(int fd);
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int pc_setinvincibletimer(struct map_session_data *sd,int);
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int pc_delinvincibletimer(struct map_session_data *sd);
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int pc_addspiritball(struct map_session_data *sd,int,int);
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int pc_delspiritball(struct map_session_data *sd,int,int);
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void pc_addfame(struct map_session_data *sd,int count);
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unsigned char pc_famerank(int char_id, int job);
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int pc_eventtimer(int tid,unsigned int tick,int id,int data); // for npc_dequeue
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extern struct fame_list smith_fame_list[MAX_FAME_LIST];
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extern struct fame_list chemist_fame_list[MAX_FAME_LIST];
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extern struct fame_list taekwon_fame_list[MAX_FAME_LIST];
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int pc_readdb(void);
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int do_init_pc(void);
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void do_final_pc(void);
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enum {ADDITEM_EXIST,ADDITEM_NEW,ADDITEM_OVERAMOUNT};
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// timer for night.day
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extern int day_timer_tid;
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extern int night_timer_tid;
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int map_day_timer(int,unsigned int,int,int); // by [yor]
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int map_night_timer(int,unsigned int,int,int); // by [yor]
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int pc_read_motd(void); // [Valaris]
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int pc_disguise(struct map_session_data *sd, int class_);
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#endif
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