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map.hpp
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map.hpp
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// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef MAP_HPP
#define MAP_HPP
#include <algorithm>
#include <stdarg.h>
#include <unordered_map>
#include <vector>
#include "../common/cbasetypes.hpp"
#include "../common/core.hpp" // CORE_ST_LAST
#include "../common/db.hpp"
#include "../common/mapindex.hpp"
#include "../common/mmo.hpp"
#include "../common/msg_conf.hpp"
#include "../common/timer.hpp"
#include "../config/core.hpp"
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
};
struct map_data *map_getmapdata(int16 m);
#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(const 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,
MAPID_SUMMER2,
//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,
MAPID_STAR_EMPEROR,
//3-2 Jobs
MAPID_ROYAL_GUARD = JOBL_THIRD|MAPID_CRUSADER,
MAPID_SORCERER,
MAPID_MINSTRELWANDERER,
MAPID_SURA,
MAPID_GENETIC,
MAPID_SHADOW_CHASER,
MAPID_SOUL_REAPER,
//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,
MAPID_BABY_STAR_EMPEROR,
//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,
MAPID_BABY_SOUL_REAPER,
};
//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
//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 : uint16{
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 : uint8{
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 : int8{
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 : int8{
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 : uint8{
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_OGH_ATK_DEF,
RC2_OGH_HIDDEN,
RC2_BIO5_SWORDMAN_THIEF,
RC2_BIO5_ACOLYTE_MERCHANT,
RC2_BIO5_MAGE_ARCHER,
RC2_BIO5_MVP,
RC2_MAX
};
/// Element list
enum e_element : int8{
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_KILLEDGID=118,
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,
SP_CASHPOINTS, SP_KAFRAPOINTS,
SP_PCDIECOUNTER, SP_COOKMASTERY,
// 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, SP_SKILL_DELAY //2088-2092
};
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
};
enum e_mapflag : int16 {
MF_INVALID = -1,
MF_MIN = 0,
MF_NOMEMO = 0,
MF_NOTELEPORT,
MF_NOSAVE,
MF_NOBRANCH,
MF_NOPENALTY,
MF_NOZENYPENALTY,
MF_PVP,
MF_PVP_NOPARTY,
MF_PVP_NOGUILD,
MF_GVG,
MF_GVG_NOPARTY, //10
MF_NOTRADE,
MF_NOSKILL,
MF_NOWARP,
MF_PARTYLOCK,
MF_NOICEWALL,
MF_SNOW,
MF_FOG,
MF_SAKURA,
MF_LEAVES,
//MF_RAIN, //20 - No longer available, keeping here just in case it's back someday. [Ind]
// 21 free
MF_NOGO = 22,
MF_CLOUDS,
MF_CLOUDS2,
MF_FIREWORKS,
MF_GVG_CASTLE,
MF_GVG_DUNGEON,
MF_NIGHTENABLED,
MF_NOBASEEXP,
MF_NOJOBEXP, //30
MF_NOMOBLOOT,
MF_NOMVPLOOT,
MF_NORETURN,
MF_NOWARPTO,
MF_PVP_NIGHTMAREDROP,
MF_RESTRICTED,
MF_NOCOMMAND,
MF_NODROP,
MF_JEXP,
MF_BEXP, //40
MF_NOVENDING,
MF_LOADEVENT,
MF_NOCHAT,
MF_NOEXPPENALTY,
MF_GUILDLOCK,
MF_TOWN,
MF_AUTOTRADE,
MF_ALLOWKS,
MF_MONSTER_NOTELEPORT,
MF_PVP_NOCALCRANK, //50
MF_BATTLEGROUND,
MF_RESET,
MF_NOMAPCHANNELAUTOJOIN,
MF_NOUSECART,
MF_NOITEMCONSUMPTION,
MF_NOSUNMOONSTARMIRACLE,
MF_NOMINEEFFECT,
MF_NOLOCKON,
MF_NOTOMB,
MF_SKILL_DAMAGE, //60
MF_NOCOSTUME,
MF_GVG_TE_CASTLE,
MF_GVG_TE,
MF_HIDEMOBHPBAR,
MF_NOLOOT,
MF_NOEXP,
MF_PRIVATEAIRSHIP_SOURCE,
MF_PRIVATEAIRSHIP_DESTINATION,
MF_SKILL_DURATION,
MF_MAX
};
/// Enum of damage types
enum e_skill_damage_type : uint8 {
SKILLDMG_PC,
SKILLDMG_MOB,
SKILLDMG_BOSS,
SKILLDMG_OTHER,
SKILLDMG_MAX,
SKILLDMG_CASTER, ///< Only used on getter for caster value
};
/// Struct for MF_SKILL_DAMAGE
struct s_skill_damage {
unsigned int map; ///< Maps (used for skill_damage_db.txt)
uint16 caster; ///< Caster type
int rate[SKILLDMG_MAX]; ///< Used for when all skills are adjusted
};
/// Struct of MF_SKILL_DURATION
struct s_skill_duration {
uint16 skill_id; ///< Skill ID
uint16 per; ///< Rate
};
/// Enum for item drop type for MF_PVP_NIGHTMAREDROP
enum e_nightmare_drop_type : uint8 {
NMDT_INVENTORY = 0x1,
NMDT_EQUIP = 0x2,
NMDT_ALL = (NMDT_INVENTORY|NMDT_EQUIP)
};
/// Struct for MF_PVP_NIGHTMAREDROP
struct s_drop_list {
int drop_id;
int drop_per;
enum e_nightmare_drop_type drop_type;
};
/// Union for mapflag values
union u_mapflag_args {
struct point nosave;
struct s_drop_list nightmaredrop;
struct s_skill_damage skill_damage;
struct s_skill_duration skill_duration;
int flag_val;
};
// used by map_setcell()
enum cell_t{
CELL_WALKABLE,
CELL_SHOOTABLE,
CELL_WATER,
CELL_NPC,
CELL_BASILICA,
CELL_LANDPROTECTOR,
CELL_NOVENDING,
CELL_NOCHAT,
CELL_MAELSTROM,
CELL_ICEWALL,
};
// used by map_getcell()
enum cell_chk : uint8 {
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
};
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;
};
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
std::unordered_map<int16, int> flag;
struct point save;
std::vector<s_drop_list> drop_list;
uint32 zone; // zone number (for item/skill restrictions)
struct s_skill_damage damage_adjust; // Used for overall skill damage adjustment
std::unordered_map<uint16, s_skill_damage> skill_damage; // Used for single skill damage adjustment
std::unordered_map<uint16, int> skill_duration;
struct npc_data *npc[MAX_NPC_PER_MAP];
struct spawn_data *moblist[MAX_MOB_LIST_PER_MAP]; // [Wizputer]
int mob_delete_timer; // Timer ID for map_removemobs_timer [Skotlex]
// 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 int16 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)
/**
* Specifies maps where players may hit each other
* @param mapdata: Map Data
* @return True on success or false otherwise
*/
inline bool mapdata_flag_vs(struct map_data *mapdata) {
if (mapdata == nullptr)
return false;
if (mapdata->flag[MF_PVP] || mapdata->flag[MF_GVG_DUNGEON] || mapdata->flag[MF_GVG] || ((agit_flag || agit2_flag) && mapdata->flag[MF_GVG_CASTLE]) || mapdata->flag[MF_GVG_TE] || (agit3_flag && mapdata->flag[MF_GVG_TE_CASTLE]) || mapdata->flag[MF_BATTLEGROUND])
return true;
return false;
}
/**
* Versus map: PVP, BG, GVG, GVG Dungeons, and GVG Castles (regardless of agit_flag status)
* @param mapdata: Map Data
* @return True on success or false otherwise
*/
inline bool mapdata_flag_vs2(struct map_data *mapdata) {
if (mapdata == nullptr)
return false;
if (mapdata->flag[MF_PVP] || mapdata->flag[MF_GVG_DUNGEON] || mapdata->flag[MF_GVG] || mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE] || mapdata->flag[MF_GVG_TE_CASTLE] || mapdata->flag[MF_BATTLEGROUND])
return true;
return false;
}
/**
* Specifies maps that have special GvG/WoE restrictions
* @param mapdata: Map Data
* @return True on success or false otherwise
*/
inline bool mapdata_flag_gvg(struct map_data *mapdata) {
if (mapdata == nullptr)
return false;
if (mapdata->flag[MF_GVG] || ((agit_flag || agit2_flag) && mapdata->flag[MF_GVG_CASTLE]) || mapdata->flag[MF_GVG_TE] || (agit3_flag && mapdata->flag[MF_GVG_TE_CASTLE]))
return true;
return false;
}
/**
* Specifies if the map is tagged as GvG/WoE (regardless of agit_flag status)
* @param mapdata: Map Data
* @return True on success or false otherwise
*/
inline bool mapdata_flag_gvg2(struct map_data *mapdata) {
if (mapdata == nullptr)
return false;
if (mapdata->flag[MF_GVG] || mapdata->flag[MF_GVG_TE] || mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE])
return true;
return false;
}
/**
* No Kill Steal Protection
* @param mapdata: Map Data
* @return True on success or false otherwise
*/
inline bool mapdata_flag_ks(struct map_data *mapdata) {
if (mapdata == nullptr)
return false;
if (mapdata->flag[MF_TOWN] || mapdata->flag[MF_PVP] || mapdata->flag[MF_GVG] || mapdata->flag[MF_GVG_TE] || mapdata->flag[MF_BATTLEGROUND])
return true;
return false;
}
/**
* WOE:TE Maps (regardless of agit_flag status)
* @param mapdata: Map Data
* @return True on success or false otherwise
* @author Cydh
*/
inline bool mapdata_flag_gvg2_te(struct map_data *mapdata) {
if (mapdata == nullptr)
return false;
if (mapdata->flag[MF_GVG_TE] || mapdata->flag[MF_GVG_TE_CASTLE])
return true;
return false;
}
/**
* Check if map is GVG maps exclusion for item, skill, and status restriction check (regardless of agit_flag status)
* @param mapdata: Map Data
* @return True on success or false otherwise
* @author Cydh
*/
inline bool mapdata_flag_gvg2_no_te(struct map_data *mapdata) {
if (mapdata == nullptr)
return false;
if (mapdata->flag[MF_GVG] || mapdata->flag[MF_GVG_CASTLE])
return true;
return false;
}
/// Backwards compatibility
inline bool map_flag_vs(int16 m) {
if (m < 0)
return false;
struct map_data *mapdata = &map[m];
return mapdata_flag_vs(mapdata);
}
inline bool map_flag_vs2(int16 m) {
if (m < 0)
return false;
struct map_data *mapdata = &map[m];
return mapdata_flag_vs2(mapdata);
}
inline bool map_flag_gvg(int16 m) {
if (m < 0)
return false;
struct map_data *mapdata = &map[m];
return mapdata_flag_gvg(mapdata);
}
inline bool map_flag_gvg2(int16 m) {
if (m < 0)
return false;
struct map_data *mapdata = &map[m];
return mapdata_flag_gvg2(mapdata);
}
inline bool map_flag_ks(int16 m) {
if (m < 0)
return false;
struct map_data *mapdata = &map[m];
return mapdata_flag_ks(mapdata);
}
inline bool map_flag_gvg2_te(int16 m) {
if (m < 0)
return false;
struct map_data *mapdata = &map[m];
return mapdata_flag_gvg2_te(mapdata);
}
inline bool map_flag_gvg2_no_te(int16 m) {
if (m < 0)
return false;
struct map_data *mapdata = &map[m];
return mapdata_flag_gvg2_no_te(mapdata);
}
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 = 0x000, /// Never
CHARSAVE_TRADE = 0x001, /// After trading
CHARSAVE_VENDING = 0x002, /// After vending (open/transaction)
CHARSAVE_STORAGE = 0x004, /// After closing storage/guild storage.
CHARSAVE_PET = 0x008, /// After hatching/returning to egg a pet.
CHARSAVE_MAIL = 0x010, /// After successfully sending a mail with attachment
CHARSAVE_AUCTION = 0x020, /// After successfully submitting an item for auction
CHARSAVE_QUEST = 0x040, /// After successfully get/delete/complete a quest
CHARSAVE_BANK = 0x080, /// After every bank transaction (deposit/withdraw)
CHARSAVE_ATTENDANCE = 0x100, /// After every attendence reward
CHARSAVE_ALL = 0xFFF, /// Always
};
// 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);