// 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 "../common/cbasetypes.h" #include "../common/core.h" // CORE_ST_LAST #include "../common/mmo.h" #include "../common/mapindex.h" #include "../common/db.h" #include "../common/msg_conf.h" #include "../config/core.h" #include struct npc_data; struct item_data; struct Channel; enum E_MAPSERVER_ST { MAPSERVER_ST_RUNNING = CORE_ST_LAST, MAPSERVER_ST_STARTING, MAPSERVER_ST_SHUTDOWN, MAPSERVER_ST_LAST }; #define msg_config_read(cfgName,isnew) map_msg_config_read(cfgName,isnew) #define msg_txt(sd,msg_number) map_msg_txt(sd,msg_number) #define do_final_msg() map_do_final_msg() int map_msg_config_read(char *cfgName,int lang); const char* map_msg_txt(struct map_session_data *sd,int msg_number); void map_do_final_msg(void); void map_msg_reload(void); #define MAX_NPC_PER_MAP 512 #define AREA_SIZE battle_config.area_size #define DAMAGELOG_SIZE 30 #define LOOTITEM_SIZE 10 #define MAX_MOBSKILL 50 //Max 128, see mob skill_idx type if need this higher #define MAX_MOB_LIST_PER_MAP 128 #define MAX_EVENTQUEUE 2 #define MAX_EVENTTIMER 32 #define NATURAL_HEAL_INTERVAL 500 #define MIN_FLOORITEM 2 #define MAX_FLOORITEM START_ACCOUNT_NUM #define MAX_LEVEL 175 #define MAX_DROP_PER_MAP 48 #define MAX_IGNORE_LIST 20 // official is 14 #define MAX_VENDING 12 #define MAX_MAP_SIZE 512*512 // Wasn't there something like this already? Can't find it.. [Shinryo] //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 //768 #define JOBL_UPPER 0x1000 //4096 #define JOBL_BABY 0x2000 //8192 #define JOBL_THIRD 0x4000 //16384 //for filtering and quick checking. #define MAPID_BASEMASK 0x00ff #define MAPID_UPPERMASK 0x0fff #define MAPID_THIRDMASK (JOBL_THIRD|MAPID_UPPERMASK) //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 e_mapid { //Novice And 1-1 Jobs 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, MAPID_SUMMER, MAPID_HANBOK, MAPID_GANGSI, MAPID_OKTOBERFEST, MAPID_SUMMONER, //2-1 Jobs MAPID_SUPER_NOVICE = JOBL_2_1|MAPID_NOVICE, MAPID_KNIGHT, MAPID_WIZARD, MAPID_HUNTER, MAPID_PRIEST, MAPID_BLACKSMITH, MAPID_ASSASSIN, MAPID_STAR_GLADIATOR, MAPID_REBELLION = JOBL_2_1|MAPID_GUNSLINGER, MAPID_KAGEROUOBORO, MAPID_DEATH_KNIGHT = JOBL_2_1|MAPID_GANGSI, //2-2 Jobs MAPID_CRUSADER = JOBL_2_2|MAPID_SWORDMAN, MAPID_SAGE, MAPID_BARDDANCER, MAPID_MONK, MAPID_ALCHEMIST, MAPID_ROGUE, MAPID_SOUL_LINKER, MAPID_DARK_COLLECTOR = JOBL_2_2|MAPID_GANGSI, //Trans Novice And Trans 1-1 Jobs MAPID_NOVICE_HIGH = JOBL_UPPER|MAPID_NOVICE, MAPID_SWORDMAN_HIGH, MAPID_MAGE_HIGH, MAPID_ARCHER_HIGH, MAPID_ACOLYTE_HIGH, MAPID_MERCHANT_HIGH, MAPID_THIEF_HIGH, //Trans 2-1 Jobs MAPID_LORD_KNIGHT = JOBL_UPPER|MAPID_KNIGHT, MAPID_HIGH_WIZARD, MAPID_SNIPER, MAPID_HIGH_PRIEST, MAPID_WHITESMITH, MAPID_ASSASSIN_CROSS, //Trans 2-2 Jobs MAPID_PALADIN = JOBL_UPPER|MAPID_CRUSADER, MAPID_PROFESSOR, MAPID_CLOWNGYPSY, MAPID_CHAMPION, MAPID_CREATOR, MAPID_STALKER, //Baby Novice And Baby 1-1 Jobs MAPID_BABY = JOBL_BABY|MAPID_NOVICE, MAPID_BABY_SWORDMAN, MAPID_BABY_MAGE, MAPID_BABY_ARCHER, MAPID_BABY_ACOLYTE, MAPID_BABY_MERCHANT, MAPID_BABY_THIEF, MAPID_BABY_TAEKWON, MAPID_BABY_GUNSLINGER = JOBL_BABY|MAPID_GUNSLINGER, MAPID_BABY_NINJA, MAPID_BABY_SUMMONER = JOBL_BABY|MAPID_SUMMONER, //Baby 2-1 Jobs MAPID_SUPER_BABY = JOBL_BABY|MAPID_SUPER_NOVICE, MAPID_BABY_KNIGHT, MAPID_BABY_WIZARD, MAPID_BABY_HUNTER, MAPID_BABY_PRIEST, MAPID_BABY_BLACKSMITH, MAPID_BABY_ASSASSIN, MAPID_BABY_STAR_GLADIATOR, MAPID_BABY_REBELLION = JOBL_BABY|MAPID_REBELLION, MAPID_BABY_KAGEROUOBORO, //Baby 2-2 Jobs MAPID_BABY_CRUSADER = JOBL_BABY|MAPID_CRUSADER, MAPID_BABY_SAGE, MAPID_BABY_BARDDANCER, MAPID_BABY_MONK, MAPID_BABY_ALCHEMIST, MAPID_BABY_ROGUE, MAPID_BABY_SOUL_LINKER, //3-1 Jobs MAPID_SUPER_NOVICE_E = JOBL_THIRD|MAPID_SUPER_NOVICE, MAPID_RUNE_KNIGHT, MAPID_WARLOCK, MAPID_RANGER, MAPID_ARCH_BISHOP, MAPID_MECHANIC, MAPID_GUILLOTINE_CROSS, //3-2 Jobs MAPID_ROYAL_GUARD = JOBL_THIRD|MAPID_CRUSADER, MAPID_SORCERER, MAPID_MINSTRELWANDERER, MAPID_SURA, MAPID_GENETIC, MAPID_SHADOW_CHASER, //Trans 3-1 Jobs MAPID_RUNE_KNIGHT_T = JOBL_THIRD|MAPID_LORD_KNIGHT, MAPID_WARLOCK_T, MAPID_RANGER_T, MAPID_ARCH_BISHOP_T, MAPID_MECHANIC_T, MAPID_GUILLOTINE_CROSS_T, //Trans 3-2 Jobs MAPID_ROYAL_GUARD_T = JOBL_THIRD|MAPID_PALADIN, MAPID_SORCERER_T, MAPID_MINSTRELWANDERER_T, MAPID_SURA_T, MAPID_GENETIC_T, MAPID_SHADOW_CHASER_T, //Baby 3-1 Jobs MAPID_SUPER_BABY_E = JOBL_THIRD|MAPID_SUPER_BABY, MAPID_BABY_RUNE, MAPID_BABY_WARLOCK, MAPID_BABY_RANGER, MAPID_BABY_BISHOP, MAPID_BABY_MECHANIC, MAPID_BABY_CROSS, //Baby 3-2 Jobs MAPID_BABY_GUARD = JOBL_THIRD|MAPID_BABY_CRUSADER, MAPID_BABY_SORCERER, MAPID_BABY_MINSTRELWANDERER, MAPID_BABY_SURA, MAPID_BABY_GENETIC, MAPID_BABY_CHASER, }; //Max size for inputs to Graffiti, Talkie Box and Vending text prompts #define MESSAGE_SIZE (79 + 1) //String length you can write in the 'talking box' #define CHATBOX_SIZE (70 + 1) //Chatroom-related string sizes #define CHATROOM_TITLE_SIZE (36 + 1) #define CHATROOM_PASS_SIZE (8 + 1) //Max allowed chat text length #define CHAT_SIZE_MAX (255 + 1) #define DEFAULT_AUTOSAVE_INTERVAL 5*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 || agit2_flag) && map[m].flag.gvg_castle) || map[m].flag.gvg_te || (agit3_flag && map[m].flag.gvg_te_castle) || map[m].flag.battleground) /// Versus map: PVP, BG, GVG, GVG Dungeons, and GVG Castles (regardless of agit_flag status) #define map_flag_vs2(m) (map[m].flag.pvp || map[m].flag.gvg_dungeon || map[m].flag.gvg || map[m].flag.gvg_castle || map[m].flag.gvg_te || map[m].flag.gvg_te_castle || map[m].flag.battleground) /// Specifies maps that have special GvG/WoE restrictions #define map_flag_gvg(m) (map[m].flag.gvg || ((agit_flag || agit2_flag) && map[m].flag.gvg_castle) || map[m].flag.gvg_te || (agit3_flag && map[m].flag.gvg_te_castle)) /// Specifies if the map is tagged as GvG/WoE (regardless of agit_flag status) #define map_flag_gvg2(m) (map[m].flag.gvg || map[m].flag.gvg_te || map[m].flag.gvg_castle || map[m].flag.gvg_te_castle) /// No Kill Steal Protection #define map_flag_ks(m) (map[m].flag.town || map[m].flag.pvp || map[m].flag.gvg || map[m].flag.gvg_te || map[m].flag.battleground) /// WOE:TE Maps (regardless of agit_flag status) [Cydh] #define map_flag_gvg2_te(m) (map[m].flag.gvg_te || map[m].flag.gvg_te_castle) /// Check if map is GVG maps exclusion for item, skill, and status restriction check (regardless of agit_flag status) [Cydh] #define map_flag_gvg2_no_te(m) (map[m].flag.gvg || 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_type { BL_NUL = 0x000, BL_PC = 0x001, BL_MOB = 0x002, BL_PET = 0x004, BL_HOM = 0x008, BL_MER = 0x010, BL_ITEM = 0x020, BL_SKILL = 0x040, BL_NPC = 0x080, BL_CHAT = 0x100, BL_ELEM = 0x200, BL_ALL = 0xFFF, }; /// For common mapforeach calls. Since pets cannot be affected, they aren't included here yet. #define BL_CHAR (BL_PC|BL_MOB|BL_HOM|BL_MER|BL_ELEM) /// NPC Subtype enum npc_subtype { NPCTYPE_WARP, /// Warp NPCTYPE_SHOP, /// Shop NPCTYPE_SCRIPT, /// Script NPCTYPE_CASHSHOP, /// Cashshop NPCTYPE_ITEMSHOP, /// Itemshop NPCTYPE_POINTSHOP, /// Pointshop NPCTYPE_TOMB, /// Monster tomb NPCTYPE_MARKETSHOP, /// Marketshop }; enum e_race { RC_NONE_ = -1, //don't give us bonus RC_FORMLESS = 0, RC_UNDEAD, RC_BRUTE, RC_PLANT, RC_INSECT, RC_FISH, RC_DEMON, RC_DEMIHUMAN, RC_ANGEL, RC_DRAGON, RC_PLAYER, RC_ALL, RC_MAX //auto upd enum for array size }; enum e_classAE { CLASS_NONE = -1, //don't give us bonus CLASS_NORMAL = 0, CLASS_BOSS, CLASS_GUARDIAN, CLASS_BATTLEFIELD, CLASS_ALL, CLASS_MAX //auto upd enum for array len }; enum e_race2 { RC2_NONE = 0, RC2_GOBLIN, RC2_KOBOLD, RC2_ORC, RC2_GOLEM, RC2_GUARDIAN, RC2_NINJA, RC2_GVG, RC2_BATTLEFIELD, RC2_TREASURE, RC2_BIOLAB, RC2_MANUK, RC2_SPLENDIDE, RC2_SCARABA, RC2_MAX }; /// Element list enum e_element { ELE_NONE=-1, ELE_NEUTRAL=0, ELE_WATER, ELE_EARTH, ELE_FIRE, ELE_WIND, ELE_POISON, ELE_HOLY, ELE_DARK, ELE_GHOST, ELE_UNDEAD, ELE_ALL, ELE_MAX }; #define MAX_ELE_LEVEL 4 /// Maximum Element level /** * Types of spirit charms * NOTE: Code assumes that this matches the first entries in enum elements */ enum spirit_charm_types { CHARM_TYPE_NONE = 0, CHARM_TYPE_WATER, CHARM_TYPE_LAND, CHARM_TYPE_FIRE, CHARM_TYPE_WIND }; enum mob_ai { AI_NONE = 0, AI_ATTACK, AI_SPHERE, AI_FLORA, AI_ZANZOU, AI_LEGION, AI_FAW, AI_MAX }; enum auto_trigger_flag { ATF_SELF = 0x01, ATF_TARGET = 0x02, ATF_SHORT = 0x04, ATF_LONG = 0x08, ATF_WEAPON = 0x10, ATF_MAGIC = 0x20, ATF_MISC = 0x40, }; struct block_list { struct block_list *next,*prev; int id; int16 m,x,y; enum bl_type type; }; // Mob List Held in memory for Dynamic Mobs [Wizputer] // Expanded to specify all mob-related spawn data by [Skotlex] struct spawn_data { short id; //ID, used because a mob can change it's class unsigned short m, x, y; //Spawn information (map, point, spawn-area around point) signed short xs, ys; unsigned short num; //Number of mobs using this structure unsigned short active;//Number of mobs that are already spawned (for mob_remove_damaged: no) unsigned int delay1, delay2; //Spawn delay (fixed base + random variance) unsigned int level; struct { unsigned int size : 2; //Holds if mob has to be tiny/large enum mob_ai ai; //Special ai for summoned monsters. unsigned int dynamic : 1; //Whether this data is indexed by a map's dynamic mob list unsigned int boss : 1; //0: Non-boss monster | 1: Boss monster } state; char name[NAME_LENGTH], eventname[EVENT_NAME_LENGTH]; //Name/event }; struct flooritem_data { struct block_list bl; unsigned char subx,suby; int cleartimer; int first_get_charid,second_get_charid,third_get_charid; unsigned int first_get_tick,second_get_tick,third_get_tick; struct item item; unsigned short mob_id; ///< ID of monster who dropped it. 0 for non-monster who dropped it. }; 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 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] SP_KILLERRID=121, SP_KILLEDRID=122, SP_SITTING=123, SP_CHARMOVE=124, SP_CHARRENAME=125, SP_CHARFONT=126, SP_BANK_VAULT = 127, SP_ROULETTE_BRONZE = 128, SP_ROULETTE_SILVER = 129, SP_ROULETTE_GOLD = 130, // Mercenaries SP_MERCFLEE=165, SP_MERCKILLS=189, SP_MERCFAITH=190, // 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_SKILL_HEAL, SP_MATK_RATE, // 1022-1025 SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027 SP_ATK_RATE,SP_SPEED_ADDRATE,SP_SP_REGEN_RATE, // 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_MONSTER,SP_ADD_MDEF_MONSTER, // 1043-1046 SP_ADD_MONSTER_DROP_ITEM,SP_DEF_RATIO_ATK_ELE,SP_DEF_RATIO_ATK_RACE,SP_UNBREAKABLE_GARMENT, // 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_ALL_STATS=1073,SP_AGI_VIT,SP_AGI_DEX_STR,SP_PERFECT_HIDE, // 1071-1076 SP_NO_KNOCKBACK,SP_CLASSCHANGE, // 1077-1078 SP_HP_DRAIN_VALUE,SP_SP_DRAIN_VALUE, // 1079-1080 SP_WEAPON_ATK,SP_WEAPON_DAMAGE_RATE, // 1081-1082 SP_DELAYRATE,SP_HP_DRAIN_VALUE_RACE, SP_SP_DRAIN_VALUE_RACE, // 1083-1085 SP_IGNORE_MDEF_RACE_RATE,SP_IGNORE_DEF_RACE_RATE,SP_SKILL_HEAL2,SP_ADDEFF_ONSKILL, //1086-1089 SP_ADD_HEAL_RATE,SP_ADD_HEAL2_RATE, SP_EQUIP_ATK, //1090-1092 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_NO_MISC_DAMAGE,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_AUTOSPELL_ONSKILL, // 2018-2020 SP_SP_GAIN_VALUE, SP_HP_REGEN_RATE, SP_HP_LOSS_RATE, SP_ADDRACE2, SP_HP_GAIN_VALUE, // 2021-2025 SP_SUBSIZE, SP_HP_DRAIN_VALUE_CLASS, SP_ADD_ITEM_HEAL_RATE, SP_SP_DRAIN_VALUE_CLASS, SP_EXP_ADDRACE, // 2026-2030 SP_SP_GAIN_RACE, SP_SUBRACE2, SP_UNBREAKABLE_SHOES, // 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, SP_MAGIC_SP_GAIN_VALUE, SP_MAGIC_HP_GAIN_VALUE, SP_ADD_MONSTER_ID_DROP_ITEM, //2041-2045 SP_EMATK, SP_COMA_CLASS, SP_COMA_RACE, SP_SKILL_USE_SP_RATE, //2046-2049 SP_SKILL_COOLDOWN,SP_SKILL_FIXEDCAST, SP_SKILL_VARIABLECAST, SP_FIXCASTRATE, SP_VARCASTRATE, //2050-2054 SP_SKILL_USE_SP,SP_MAGIC_ATK_ELE, SP_ADD_FIXEDCAST, SP_ADD_VARIABLECAST, //2055-2058 SP_SET_DEF_RACE,SP_SET_MDEF_RACE,SP_HP_VANISH_RATE, //2059-2061 SP_IGNORE_DEF_CLASS, SP_DEF_RATIO_ATK_CLASS, SP_ADDCLASS, SP_SUBCLASS, SP_MAGIC_ADDCLASS, //2062-2066 SP_WEAPON_COMA_CLASS, SP_IGNORE_MDEF_CLASS_RATE, SP_EXP_ADDCLASS, SP_ADD_CLASS_DROP_ITEM, //2067-2070 SP_ADD_CLASS_DROP_ITEMGROUP, SP_ADDMAXWEIGHT, SP_ADD_ITEMGROUP_HEAL_RATE, // 2071-2073 SP_HP_VANISH_RACE_RATE, SP_SP_VANISH_RACE_RATE, SP_ABSORB_DMG_MAXHP, SP_SUB_SKILL, SP_SUBDEF_ELE, // 2074-2078 SP_STATE_NORECOVER_RACE, SP_CRITICAL_RANGEATK, SP_MAGIC_ADDRACE2, SP_IGNORE_MDEF_RACE2_RATE, // 2079-2082 SP_WEAPON_ATK_RATE, SP_WEAPON_MATK_RATE, SP_DROP_ADDRACE, SP_DROP_ADDCLASS, SP_NO_MADO_FUEL, // 2083-2087 SP_IGNORE_DEF_CLASS_RATE, SP_REGEN_PERCENT_HP, SP_REGEN_PERCENT_SP, //2088-2091 }; enum _look { 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, LOOK_BODY, //Purpose Unknown. Doesen't appear to do anything. LOOK_RESET_COSTUMES,//Makes all headgear sprites on player vanish when activated. LOOK_ROBE, // LOOK_FLOOR, // TODO : fix me!! offcial use this ? LOOK_BODY2 }; // used by map_setcell() typedef enum { CELL_WALKABLE, CELL_SHOOTABLE, CELL_WATER, CELL_NPC, CELL_BASILICA, CELL_LANDPROTECTOR, CELL_NOVENDING, CELL_NOCHAT, CELL_MAELSTROM, CELL_ICEWALL, } cell_t; // used by map_getcell() typedef enum { CELL_GETTYPE, // Retrieves a cell's 'gat' type CELL_CHKWALL, // Whether the cell is a wall (gat type 1) CELL_CHKWATER, // Whether the cell is water (gat type 3) CELL_CHKCLIFF, // Whether the cell is a cliff/gap (gat type 5) CELL_CHKPASS, // Whether the cell is passable (gat type not 1 and 5) CELL_CHKREACH, // Whether the cell is passable, but ignores the cell stacking limit CELL_CHKNOPASS, // Whether the cell is non-passable (gat types 1 and 5) CELL_CHKNOREACH, // Whether the cell is non-passable, but ignores the cell stacking limit CELL_CHKSTACK, // Whether the cell is full (reached cell stacking limit) CELL_CHKNPC, // Whether the cell has an OnTouch NPC CELL_CHKBASILICA, // Whether the cell has Basilica CELL_CHKLANDPROTECTOR, // Whether the cell has Land Protector CELL_CHKNOVENDING, // Whether the cell denies MC_VENDING skill CELL_CHKNOCHAT, // Whether the cell denies Player Chat Window CELL_CHKMAELSTROM, // Whether the cell has Maelstrom CELL_CHKICEWALL, // Whether the cell has Ice Wall } cell_chk; struct mapcell { // terrain flags unsigned char walkable : 1, shootable : 1, water : 1; // dynamic flags unsigned char npc : 1, basilica : 1, landprotector : 1, novending : 1, nochat : 1, maelstrom : 1, icewall : 1; #ifdef CELL_NOSTACK unsigned char cell_bl; //Holds amount of bls in this cell. #endif }; struct iwall_data { char wall_name[50]; short m, x, y, size; int8 dir; bool shootable; }; #ifdef ADJUST_SKILL_DAMAGE /// Struct of skill damage adjustment struct s_skill_damage { unsigned int map; ///< Maps (used for skill_damage_db.txt) uint16 skill_id; ///< Skill ID (used for mapflag) // Additional rates int pc, ///< Rate to Player mob, ///< Rate to Monster boss, ///< Rate to Boss-Monster other; ///< Rate to Other target uint8 caster; ///< Caster type }; struct eri *map_skill_damage_ers; #endif struct questinfo_req { unsigned int quest_id; unsigned state : 2; // 0: Doesn't have, 1: Inactive, 2: Active, 3: Complete //! TODO: CONFIRM ME!! }; struct questinfo { struct npc_data *nd; unsigned short icon; unsigned char color; int quest_id; unsigned short min_level, max_level; uint8 req_count; uint8 jobid_count; struct questinfo_req *req; unsigned short *jobid; }; struct map_data { char name[MAP_NAME_LENGTH]; uint16 index; // The map index used by the mapindex* functions. struct mapcell* cell; // Holds the information of each map cell (NULL if the map is not on this map-server). struct block_list **block; struct block_list **block_mob; int16 m; int16 xs,ys; // map dimensions (in cells) int16 bxs,bys; // map dimensions (in blocks) int16 bgscore_lion, bgscore_eagle; // Battleground ScoreBoard int npc_num; int users; int users_pvp; int iwall_num; // Total of invisible walls in this map struct map_flag { unsigned town : 1; // [Suggestion to protect Mail System] unsigned autotrade : 1; unsigned allowks : 1; // [Kill Steal Protection] unsigned nomemo : 1; unsigned noteleport : 1; unsigned noreturn : 1; unsigned monster_noteleport : 1; unsigned nosave : 1; unsigned nobranch : 1; unsigned noexppenalty : 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 battleground : 2; // [BattleGround System] 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 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 nodrop : 1; unsigned novending : 1; unsigned loadevent : 1; unsigned nochat :1; unsigned partylock :1; unsigned guildlock :1; unsigned reset :1; // [Daegaladh] unsigned chmautojoin : 1; //prevent to auto join map channel unsigned nousecart : 1; //prevent open up cart @FIXME client side only atm unsigned noitemconsumption : 1; //prevent item usage unsigned nosumstarmiracle : 1; //allow SG miracle to happen ? unsigned nomineeffect : 1; //allow /mineeffect unsigned nolockon : 1; unsigned notomb : 1; unsigned nocostume : 1; // Disable costume sprites [Cydh] unsigned gvg_te : 1; // GVG WOE:TE. This was added as purpose to change 'gvg' for GVG TE, so item_noequp, skill_nocast exlude GVG TE maps from 'gvg' (flag &4) unsigned gvg_te_castle : 1; // GVG WOE:TE Castle unsigned hidemobhpbar : 1; #ifdef ADJUST_SKILL_DAMAGE unsigned skill_damage : 1; #endif } 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; // Timer ID for map_removemobs_timer [Skotlex] uint32 zone; // zone number (for item/skill restrictions) int nocommand; //Blocks @/# commands for non-gms. [Skotlex] struct { int jexp; // map experience multiplicator int bexp; // map experience multiplicator #ifdef ADJUST_SKILL_DAMAGE struct s_skill_damage damage; #endif } adjust; #ifdef ADJUST_SKILL_DAMAGE struct { struct s_skill_damage **entries; uint8 count; } skill_damage; #endif // Instance Variables unsigned short instance_id; int instance_src_map; /* rAthena Local Chat */ struct Channel *channel; /* ShowEvent Data Cache */ struct questinfo *qi_data; unsigned short qi_count; /* speeds up clif_updatestatus processing by causing hpmeter to run only when someone with the permission can view it */ unsigned short hpmeter_visible; }; /// Stores information about a remote map (for multi-mapserver setups). /// Beginning of data structure matches 'map_data', to allow typecasting. struct map_data_other_server { char name[MAP_NAME_LENGTH]; unsigned short index; //Index is the map index used by the mapindex* functions. struct mapcell* cell; // If this is NULL, the map is not on this map-server uint32 ip; uint16 port; }; int map_getcell(int16 m,int16 x,int16 y,cell_chk cellchk); int map_getcellp(struct map_data* m,int16 x,int16 y,cell_chk cellchk); void map_setcell(int16 m, int16 x, int16 y, cell_t cell, bool flag); void map_setgatcell(int16 m, int16 x, int16 y, int gat); extern struct map_data map[]; extern int map_num; extern int autosave_interval; extern int minsave_interval; extern unsigned char save_settings; extern int night_flag; // 0=day, 1=night [Yor] extern int enable_spy; //Determines if @spy commands are active. // Agit Flags extern bool agit_flag; extern bool agit2_flag; extern bool agit3_flag; #define is_agit_start() (agit_flag || agit2_flag || agit3_flag) extern char motd_txt[]; extern char help_txt[]; extern char help2_txt[]; extern char charhelp_txt[]; extern char channel_conf[]; extern char wisp_server_name[]; struct s_map_default { char mapname[MAP_NAME_LENGTH]; unsigned short x; unsigned short y; }; extern struct s_map_default map_default; /// Type of 'save_settings' enum save_settings_type { CHARSAVE_NONE = 0, CHARSAVE_TRADE = 0x01, /// After trading CHARSAVE_VENDING = 0x02, /// After vending (open/transaction) CHARSAVE_STORAGE = 0x04, /// After closing storage/guild storage. CHARSAVE_PET = 0x08, /// After hatching/returning to egg a pet. CHARSAVE_MAIL = 0x10, /// After successfully sending a mail with attachment CHARSAVE_AUCTION = 0x20, /// After successfully submitting an item for auction CHARSAVE_QUEST = 0x40, /// After successfully get/delete/complete a quest CHARSAVE_BANK = 0x80, /// After every bank transaction (deposit/withdraw) CHARSAVE_ALL = 0xFF, }; // users void map_setusers(int); int map_getusers(void); int map_usercount(void); // blocklist lock int map_freeblock(struct block_list *bl); int map_freeblock_lock(void); int map_freeblock_unlock(void); // blocklist manipulation int map_addblock(struct block_list* bl); int map_delblock(struct block_list* bl); int map_moveblock(struct block_list *, int, int, unsigned int); int map_foreachinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int type, ...); int map_foreachinshootrange(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int type, ...); int map_foreachinarea(int(*func)(struct block_list*, va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int type, ...); int map_foreachinshootarea(int(*func)(struct block_list*, va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int type, ...); int map_forcountinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int count, int type, ...); int map_forcountinarea(int (*func)(struct block_list*,va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int count, int type, ...); int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int16 dx, int16 dy, int type, ...); int map_foreachincell(int (*func)(struct block_list*,va_list), int16 m, int16 x, int16 y, int type, ...); int map_foreachinpath(int (*func)(struct block_list*,va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int16 range, int length, int type, ...); int map_foreachindir(int (*func)(struct block_list*,va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int16 range, int length, int offset, int type, ...); int map_foreachinmap(int (*func)(struct block_list*,va_list), int16 m, int type, ...); //blocklist nb in one cell int map_count_oncell(int16 m,int16 x,int16 y,int type,int flag); struct skill_unit *map_find_skill_unit_oncell(struct block_list *,int16 x,int16 y,uint16 skill_id,struct skill_unit *, int flag); // search and creation int map_get_new_object_id(void); int map_search_freecell(struct block_list *src, int16 m, int16 *x, int16 *y, int16 rx, int16 ry, int flag); bool map_closest_freecell(int16 m, int16 *x, int16 *y, int type, int flag); // int map_quit(struct map_session_data *); // npc bool map_addnpc(int16 m,struct npc_data *); // map item int map_clearflooritem_timer(int tid, unsigned int tick, int id, intptr_t data); int map_removemobs_timer(int tid, unsigned int tick, int id, intptr_t data); void map_clearflooritem(struct block_list* bl); int map_addflooritem(struct item *item, int amount, int16 m, int16 x, int16 y, int first_charid, int second_charid, int third_charid, int flags, unsigned short mob_id); // instances int map_addinstancemap(const char *name, unsigned short instance_id); int map_delinstancemap(int m); // player to map session void map_addnickdb(int charid, const char* nick); void map_delnickdb(int charid, const char* nick); void map_reqnickdb(struct map_session_data* sd,int charid); const char* map_charid2nick(int charid); struct map_session_data* map_charid2sd(int charid); struct map_session_data * map_id2sd(int id); struct mob_data * map_id2md(int id); struct npc_data * map_id2nd(int id); struct homun_data* map_id2hd(int id); struct mercenary_data* map_id2mc(int id); struct pet_data* map_id2pd(int id); struct elemental_data* map_id2ed(int id); struct chat_data* map_id2cd(int id); struct block_list * map_id2bl(int id); bool map_blid_exists( int id ); #define map_id2index(id) map[(id)].index const char* map_mapid2mapname(int m); int16 map_mapindex2mapid(unsigned short mapindex); int16 map_mapname2mapid(const char* name); int map_mapname2ipport(unsigned short name, uint32* ip, uint16* port); int map_setipport(unsigned short map, uint32 ip, uint16 port); int map_eraseipport(unsigned short map, uint32 ip, uint16 port); int map_eraseallipport(void); void map_addiddb(struct block_list *); void map_deliddb(struct block_list *bl); void map_foreachpc(int (*func)(struct map_session_data* sd, va_list args), ...); void map_foreachmob(int (*func)(struct mob_data* md, va_list args), ...); void map_foreachnpc(int (*func)(struct npc_data* nd, va_list args), ...); void map_foreachregen(int (*func)(struct block_list* bl, va_list args), ...); void map_foreachiddb(int (*func)(struct block_list* bl, va_list args), ...); struct map_session_data * map_nick2sd(const char* nick, bool allow_partial); struct mob_data * map_getmob_boss(int16 m); struct mob_data * map_id2boss(int id); // reload config file looking only for npcs void map_reloadnpc(bool clear); struct questinfo *map_add_questinfo(int m, struct questinfo *qi); bool map_remove_questinfo(int m, struct npc_data *nd); struct questinfo *map_has_questinfo(int m, struct npc_data *nd, int quest_id); /// Bitfield of flags for the iterator. enum e_mapitflags { MAPIT_NORMAL = 0, // MAPIT_PCISPLAYING = 1,// Unneeded as pc_db/id_db will only hold auth'ed, active players. }; struct s_mapiterator; struct s_mapiterator* mapit_alloc(enum e_mapitflags flags, enum bl_type types); void mapit_free(struct s_mapiterator* mapit); struct block_list* mapit_first(struct s_mapiterator* mapit); struct block_list* mapit_last(struct s_mapiterator* mapit); struct block_list* mapit_next(struct s_mapiterator* mapit); struct block_list* mapit_prev(struct s_mapiterator* mapit); bool mapit_exists(struct s_mapiterator* mapit); #define mapit_getallusers() mapit_alloc(MAPIT_NORMAL,BL_PC) #define mapit_geteachpc() mapit_alloc(MAPIT_NORMAL,BL_PC) #define mapit_geteachmob() mapit_alloc(MAPIT_NORMAL,BL_MOB) #define mapit_geteachnpc() mapit_alloc(MAPIT_NORMAL,BL_NPC) #define mapit_geteachiddb() mapit_alloc(MAPIT_NORMAL,BL_ALL) int map_check_dir(int s_dir,int t_dir); uint8 map_calc_dir(struct block_list *src,int16 x,int16 y); uint8 map_calc_dir_xy(int16 srcx, int16 srcy, int16 x, int16 y, uint8 srcdir); int map_random_dir(struct block_list *bl, int16 *x, int16 *y); // [Skotlex] int cleanup_sub(struct block_list *bl, va_list ap); int map_delmap(char* mapname); void map_flags_init(void); bool map_iwall_set(int16 m, int16 x, int16 y, int size, int8 dir, bool shootable, const char* wall_name); void map_iwall_get(struct map_session_data *sd); void map_iwall_remove(const char *wall_name); int map_addmobtolist(unsigned short m, struct spawn_data *spawn); // [Wizputer] void map_spawnmobs(int16 m); // [Wizputer] void map_removemobs(int16 m); // [Wizputer] void map_addmap2db(struct map_data *m); void map_removemapdb(struct map_data *m); #ifdef ADJUST_SKILL_DAMAGE void map_skill_damage_free(struct map_data *m); void map_skill_damage_add(struct map_data *m, uint16 skill_id, int pc, int mob, int boss, int other, uint8 caster); #endif #define CHK_ELEMENT(ele) ((ele) > ELE_NONE && (ele) < ELE_MAX) /// Check valid Element #define CHK_ELEMENT_LEVEL(lv) ((lv) >= 1 && (lv) <= MAX_ELE_LEVEL) /// Check valid element level #define CHK_RACE(race) ((race) > RC_NONE_ && (race) < RC_MAX) /// Check valid Race #define CHK_RACE2(race2) ((race2) >= RC2_NONE && (race2) < RC2_MAX) /// Check valid Race2 #define CHK_CLASS(class_) ((class_) > CLASS_NONE && (class_) < CLASS_MAX) /// Check valid Class //Options read in cli 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 *SCRIPT_CONF_NAME; extern char *MSG_CONF_NAME_EN; extern char *GRF_PATH_FILENAME; //Other languages supported char *MSG_CONF_NAME_RUS; char *MSG_CONF_NAME_SPN; char *MSG_CONF_NAME_GRM; char *MSG_CONF_NAME_CHN; char *MSG_CONF_NAME_MAL; char *MSG_CONF_NAME_IDN; char *MSG_CONF_NAME_FRN; char *MSG_CONF_NAME_POR; char *MSG_CONF_NAME_THA; //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_HOM; typedef struct mercenary_data TBL_MER; typedef struct elemental_data TBL_ELEM; #define BL_CAST(type_, bl) \ ( ((bl) == (struct block_list*)NULL || (bl)->type != (type_)) ? (T ## type_ *)NULL : (T ## type_ *)(bl) ) #ifdef BETA_THREAD_TEST extern char default_codepage[32]; extern int map_server_port; extern char map_server_ip[32]; extern char map_server_id[32]; extern char map_server_pw[32]; extern char map_server_db[32]; extern char log_db_ip[32]; extern int log_db_port; extern char log_db_id[32]; extern char log_db_pw[32]; extern char log_db_db[32]; #endif #include "../common/sql.h" extern int db_use_sqldbs; extern Sql* mmysql_handle; extern Sql* qsmysql_handle; extern Sql* logmysql_handle; extern char buyingstores_table[32]; extern char buyingstore_items_table[32]; extern char item_table[32]; extern char item2_table[32]; extern char mob_table[32]; extern char mob2_table[32]; extern char mob_skill_table[32]; extern char mob_skill2_table[32]; extern char vendings_table[32]; extern char vending_items_table[32]; extern char market_table[32]; extern char roulette_table[32]; void do_shutdown(void); #endif /* _MAP_H_ */