/
pc.h
1213 lines (1045 loc) · 46.2 KB
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pc.h
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// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _PC_H_
#define _PC_H_
#include "../common/mmo.h" // JOB_*, MAX_FAME_LIST, struct fame_list, struct mmo_charstatus
#include "../common/ers.h"
#include "../common/timer.h" // INVALID_TIMER
#include "../common/strlib.h"// StringBuf
#include "map.h" // RC_ALL
#include "atcommand.h" // AtCommandType
#include "battle.h" // battle_config
#include "buyingstore.h" // struct s_buyingstore
#include "itemdb.h" // MAX_ITEMGROUP
#include "script.h" // struct script_reg, struct script_regstr
#include "searchstore.h" // struct s_search_store_info
#include "status.h" // OPTION_*, struct weapon_atk
#include "unit.h" // unit_stop_attack(), unit_stop_walking()
#include "vending.h" // struct s_vending
#include "mob.h"
#include "log.h"
#include "pc_groups.h"
#define MAX_PC_BONUS 10 /// Max bonus, usually used by item bonus
#define MAX_PC_SKILL_REQUIRE 5 /// Max skill tree requirement
#define MAX_PC_FEELHATE 3 /// Max feel hate info
#define DAMAGELOG_SIZE_PC 100 /// Damage log
#define MAX_SPIRITBALL 15 /// Max spirit balls
#define MAX_DEVOTION 5 /// Max Devotion slots
#define MAX_SPIRITCHARM 10 /// Max spirit charms
#define BANK_VAULT_VAR "#BANKVAULT"
#define ROULETTE_BRONZE_VAR "RouletteBronze"
#define ROULETTE_SILVER_VAR "RouletteSilver"
#define ROULETTE_GOLD_VAR "RouletteGold"
//Update this max as necessary. 55 is the value needed for Super Baby currently
//Raised to 84 since Expanded Super Novice needs it.
#define MAX_SKILL_TREE 84
//Total number of classes (for data storage)
#define CLASS_COUNT (JOB_MAX - JOB_NOVICE_HIGH + JOB_MAX_BASIC)
//Equip indexes constants. (eg: sd->equip_index[EQI_AMMO] returns the index
//where the arrows are equipped)
enum equip_index {
EQI_ACC_L = 0,
EQI_ACC_R,
EQI_SHOES,
EQI_GARMENT,
EQI_HEAD_LOW,
EQI_HEAD_MID,
EQI_HEAD_TOP,
EQI_ARMOR,
EQI_HAND_L,
EQI_HAND_R,
EQI_COSTUME_TOP,
EQI_COSTUME_MID,
EQI_COSTUME_LOW,
EQI_COSTUME_GARMENT,
EQI_AMMO,
EQI_SHADOW_ARMOR,
EQI_SHADOW_WEAPON,
EQI_SHADOW_SHIELD,
EQI_SHADOW_SHOES,
EQI_SHADOW_ACC_R,
EQI_SHADOW_ACC_L,
EQI_MAX
};
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 ignore_def_class;
int def_ratio_atk_ele;
int def_ratio_atk_race;
int def_ratio_atk_class;
int addele[ELE_MAX];
int addrace[RC_MAX];
int addclass[CLASS_MAX];
int addrace2[RC2_MAX];
int addsize[SZ_MAX];
short hp_drain_race[RC_MAX];
short sp_drain_race[RC_MAX];
short hp_drain_class[CLASS_MAX];
short sp_drain_class[CLASS_MAX];
struct drain_data {
short rate; ///< Success rate 10000 = 100%
short per; ///< Drain value/rate per attack
} hp_drain_rate, sp_drain_rate;
struct {
short class_, rate;
} add_dmg[MAX_PC_BONUS];
struct {
short flag, rate;
unsigned char ele;
} addele2[MAX_PC_BONUS];
};
struct s_autospell {
short id, lv, rate, flag;
unsigned short card_id;
bool lock; // bAutoSpellOnSkill: blocks autospell from triggering again, while being executed
};
/// AddEff and AddEff2 bonus struct
struct s_addeffect {
enum sc_type sc; /// SC type/effect
short rate, /// Rate
arrow_rate; /// Arrow rate
unsigned char flag; /// Flag
unsigned int duration; /// Duration the effect applied
};
/// AddEffOnSkill bonus struct
struct s_addeffectonskill {
enum sc_type sc; /// SC type/effect
short rate, /// Rate
skill_id; /// Skill ID
unsigned char target; /// Target
unsigned int duration; /// Duration the effect applied
};
///Struct of add drop item/group rate
struct s_add_drop {
unsigned short nameid, ///Item ID
group; ///Group ID
int rate; ///Rate, 1 ~ 10000, -1 ~ -100000
short race; ///Target Race, bitwise value of 1<<x. if < 0 means Monster ID
char class_; ///Target Class, bitwise value of 1<<x
};
struct s_autobonus {
short rate,atk_type;
unsigned int duration;
char *bonus_script, *other_script;
int active;
unsigned int pos;
};
struct skill_cooldown_entry {
unsigned short skill_id;
int timer;
};
#ifdef VIP_ENABLE
struct vip_info {
unsigned int enabled : 1;
time_t time;
};
#endif
enum npc_timeout_type {
NPCT_INPUT = 0,
NPCT_MENU = 1,
NPCT_WAIT = 2,
};
/// Item Group heal rate struct
struct s_pc_itemgrouphealrate {
uint16 group_id; /// Item Group ID
short rate; /// Rate
};
///Timed bonus 'bonus_script' struct [Cydh]
struct s_bonus_script_entry {
struct script_code *script;
StringBuf *script_buf; //Used for comparing and storing on table
uint32 tick;
uint16 flag;
enum si_type icon;
uint8 type; //0 - Ignore; 1 - Buff; 2 - Debuff
int tid;
};
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 s_state {
unsigned int active : 1; //Marks active player (not active is logging in/out, or changing map servers)
unsigned int menu_or_input : 1;// if a script is waiting for feedback from the player
unsigned int dead_sit : 2;
unsigned int lr_flag : 3;//1: left h. weapon; 2: arrow; 3: shield
unsigned int connect_new : 1;
unsigned int arrow_atk : 1;
unsigned int gangsterparadise : 1;
unsigned int rest : 1;
unsigned int storage_flag : 2; //0: closed, 1: Normal Storage open, 2: guild storage open [Skotlex]
unsigned int snovice_dead_flag : 1; //Explosion spirits on death: 0 off, 1 used.
unsigned int abra_flag : 2; // Abracadabra bugfix by Aru
unsigned int autocast : 1; // Autospell flag [Inkfish]
unsigned int autotrade : 3; //By Fantik. &2 Requested by vending autotrade; &4 Requested by buyingstore autotrade
unsigned int showdelay :1;
unsigned int showexp :1;
unsigned int showzeny :1;
unsigned int noask :1; // [LuzZza]
unsigned int trading :1; //[Skotlex] is 1 only after a trade has started.
unsigned int deal_locked :2; //1: Clicked on OK. 2: Clicked on TRADE
unsigned int monster_ignore :1; // for monsters to ignore a character [Valaris] [zzo]
unsigned int size :2; // for tiny/large types
unsigned int night :1; //Holds whether or not the player currently has the SI_NIGHT effect on. [Skotlex]
unsigned int using_fake_npc :1;
unsigned int rewarp :1; //Signals that a player should warp as soon as he is done loading a map. [Skotlex]
unsigned int killer : 1;
unsigned int killable : 1;
unsigned int doridori : 1;
unsigned int ignoreAll : 1;
unsigned int debug_remove_map : 1; // temporary state to track double remove_map's [FlavioJS]
unsigned int buyingstore : 1;
unsigned int lesseffect : 1;
unsigned int vending : 1;
unsigned int noks : 3; // [Zeph Kill Steal Protection]
unsigned int changemap : 1;
unsigned int callshop : 1; // flag to indicate that a script used callshop; on a shop
short pmap; // Previous map on Map Change
unsigned short autoloot;
unsigned short autolootid[AUTOLOOTITEM_SIZE]; // [Zephyrus]
unsigned short autoloottype;
unsigned int autolooting : 1; //performance-saver, autolooting state for @alootid
unsigned int autobonus; //flag to indicate if an autobonus is activated. [Inkfish]
unsigned int gmaster_flag : 1;
unsigned int prevend : 1;//used to flag wheather you've spent 40sp to open the vending or not.
unsigned int warping : 1;//states whether you're in the middle of a warp processing
unsigned int permanent_speed : 1; // When 1, speed cannot be changed through status_calc_pc().
unsigned int hold_recalc : 1;
unsigned int banking : 1; //1 when we using the banking system 0 when closed
unsigned int hpmeter_visible : 1;
unsigned disable_atcommand_on_npc : 1; //Prevent to use atcommand while talking with NPC [Kichi]
uint8 isBoundTrading; // Player is currently add bound item to trade list [Cydh]
bool ignoretimeout; // Prevent the SECURE_NPCTIMEOUT function from closing current script.
} state;
struct {
unsigned char no_weapon_damage, no_magic_damage, no_misc_damage;
unsigned int restart_full_recover : 1;
unsigned int no_castcancel : 1;
unsigned int no_castcancel2 : 1;
unsigned int no_sizefix : 1;
unsigned int no_gemstone : 2;
unsigned int intravision : 1; // Maya Purple Card effect [DracoRPG]
unsigned int perfect_hiding : 1; // [Valaris]
unsigned int no_knockback : 1;
unsigned int bonus_coma : 1;
} special_state;
uint32 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 group_id, group_pos, group_level;
unsigned int permissions;/* group permissions */
int count_rewarp; //count how many time we being rewarped
int langtype;
uint32 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 item_data* inventory_data[MAX_INVENTORY]; // direct pointers to itemdb entries (faster than doing item_id lookups)
short equip_index[EQI_MAX];
unsigned int weight,max_weight;
int cart_weight,cart_num,cart_weight_max;
int fd;
unsigned short mapindex;
unsigned char head_dir; //0: Look forward. 1: Look right, 2: Look left.
unsigned int client_tick;
int npc_id,areanpc_id,npc_shopid,touching_id; //for script follow scriptoid; ,npcid
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; // internal variable, used in npc menu handling
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 s_progressbar {
int npc_id;
unsigned int timeout;
} progressbar; //Progress Bar [Inkfish]
struct s_ignore {
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;
uint16 skill_id_old,skill_lv_old;
uint16 skill_id_dance,skill_lv_dance;
short cook_mastery; // range: [0,1999] [Inkfish]
struct skill_cooldown_entry * scd[MAX_SKILLCOOLDOWN]; // Skill Cooldown
short cloneskill_idx, ///Stores index of copied skill by Intimidate/Plagiarism
reproduceskill_idx; ///Stores index of copied skill by Reproduce
int menuskill_id, menuskill_val, menuskill_val2;
int invincible_timer;
unsigned int canlog_tick;
unsigned int canuseitem_tick; // [Skotlex]
unsigned int canusecashfood_tick;
unsigned int canequip_tick; // [Inkfish]
unsigned int cantalk_tick;
unsigned int canskill_tick; // used to prevent abuse from no-delay ACT files
unsigned int cansendmail_tick; // [Mail System Flood Protection]
unsigned int ks_floodprotect_tick; // [Kill Steal Protection]
struct s_item_delay {
unsigned short nameid;
unsigned int tick;
} item_delay[MAX_ITEMDELAYS]; // [Paradox924X]
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 subdefele[ELE_MAX];
int subrace[RC_MAX];
int subclass[CLASS_MAX];
int subrace2[RC2_MAX];
int subsize[SZ_MAX];
short reseff[SC_COMMON_MAX-SC_COMMON_MIN+1]; //TODO: Make this for all SC?
short coma_class[CLASS_MAX];
short coma_race[RC_MAX];
short weapon_coma_ele[ELE_MAX];
short weapon_coma_race[RC_MAX];
short weapon_coma_class[CLASS_MAX];
int weapon_atk[16];
int weapon_atk_rate[16];
int arrow_addele[ELE_MAX];
int arrow_addrace[RC_MAX];
int arrow_addclass[CLASS_MAX];
int arrow_addsize[SZ_MAX];
int magic_addele[ELE_MAX];
int magic_addrace[RC_MAX];
int magic_addclass[CLASS_MAX];
int magic_addsize[SZ_MAX];
int magic_atk_ele[ELE_MAX];
int critaddrace[RC_MAX];
int expaddrace[RC_MAX];
int expaddclass[CLASS_MAX];
int ignore_mdef_by_race[RC_MAX];
int ignore_mdef_by_class[CLASS_MAX];
int ignore_def_by_race[RC_MAX];
short sp_gain_race[RC_MAX];
// zeroed arrays end here.
// zeroed structures start here
struct s_autospell autospell[MAX_PC_BONUS], autospell2[MAX_PC_BONUS], autospell3[MAX_PC_BONUS];
struct s_addeffect addeff[MAX_PC_BONUS], addeff_atked[MAX_PC_BONUS];
struct s_addeffectonskill addeff_onskill[MAX_PC_BONUS];
struct s_skill_bonus { //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], skillusesprate[MAX_PC_BONUS], skillusesp[MAX_PC_BONUS], skillheal[MAX_PC_BONUS],
skillheal2[MAX_PC_BONUS], skillblown[MAX_PC_BONUS], skillcastrate[MAX_PC_BONUS], skillcooldown[MAX_PC_BONUS],
skillfixcast[MAX_PC_BONUS], skillvarcast[MAX_PC_BONUS], skillfixcastrate[MAX_PC_BONUS], subskill[MAX_PC_BONUS];
struct s_regen {
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 add_drop[MAX_PC_BONUS];
struct s_healrate {
unsigned short nameid;
int rate;
} itemhealrate[MAX_PC_BONUS];
struct s_subele2 {
short flag, rate;
unsigned char ele;
} subele2[MAX_PC_BONUS];
struct {
short value;
int rate, tick;
} def_set_race[RC_MAX], mdef_set_race[RC_MAX];
struct s_bonus_vanish_gain {
short rate, ///< Success rate 0 - 1000 (100%)
per; ///< % HP/SP vanished/gained
} hp_vanish_race[RC_MAX], sp_vanish_race[RC_MAX];
// zeroed structures end here
// manually zeroed structures start here.
struct s_autobonus autobonus[MAX_PC_BONUS], autobonus2[MAX_PC_BONUS], autobonus3[MAX_PC_BONUS]; //Auto script on attack, when attacked, on skill usage
// manually zeroed structures end here.
// zeroed vars start here.
struct s_bonus {
int hp, sp;
int atk_rate;
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 ignore_mdef_class;
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 break_weapon_rate,break_armor_rate;
int crit_atk_rate;
int classchange; // [Valaris]
int speed_rate, speed_add_rate, aspd_add;
int itemhealrate2; // [Epoque] Increase heal rate of all healing items.
int shieldmdef;//royal guard's
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 add_heal_rate, add_heal2_rate;
short sp_gain_value, hp_gain_value, magic_sp_gain_value, magic_hp_gain_value;
short sp_vanish_rate, hp_vanish_rate;
short sp_vanish_per, hp_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;
int fixcastrate, varcastrate; // n/100
int add_fixcast, add_varcast; // in milliseconds
int ematk; // matk bonus from equipment
int eatk; // atk bonus from equipment
uint8 absorb_dmg_maxhp; // [Cydh]
} bonus;
// zeroed vars end here.
int castrate,delayrate,hprate,sprate,dsprate;
int 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]
int8 spiritball, spiritball_old;
int spirit_timer[MAX_SPIRITBALL];
short spiritcharm; //No. of spirit
int spiritcharm_type; //Spirit type
int spiritcharm_timer[MAX_SPIRITCHARM];
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[MAX_DEVOTION]; //Stores the account IDs of chars devoted to.
int trade_partner;
struct s_deal {
struct s_item {
short index, amount;
} item[10];
int zeny, weight;
} deal;
bool party_creating; // whether the char is requesting party creation
bool party_joining; // whether the char is accepting party invitation
int party_invite, party_invite_account; // for handling party invitation (holds party id and account id)
int adopt_invite; // Adoption
struct guild *guild; // [Ind] speed everything up
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 vended_id;
int vender_id;
int vend_num;
char message[MESSAGE_SIZE];
struct s_vending vending[MAX_VENDING];
unsigned int buyer_id; // uid of open buying store
struct s_buyingstore buyingstore;
struct s_search_store_info searchstore;
struct pet_data *pd;
struct homun_data *hd; // [blackhole89]
struct mercenary_data *md;
struct elemental_data *ed;
struct s_hate_mob {
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][EVENT_NAME_LENGTH];
int eventtimer[MAX_EVENTTIMER];
unsigned short eventcount; // [celest]
unsigned char change_level_2nd; // job level when changing from 1st to 2nd class [jobchange_level in global_reg_value]
unsigned char change_level_3rd; // job level when changing from 2nd to 3rd class [jobchange_level_3rd in global_reg_value]
char fakename[NAME_LENGTH]; // fake names [Valaris]
int duel_group; // duel vars [LuzZza]
int duel_invite;
int killerrid, killedrid;
int cashPoints, kafraPoints;
int rental_timer;
// Auction System [Zephyrus]
struct s_auction{
int index, amount;
} auction;
// Mail System [Zephyrus]
struct s_mail {
unsigned short nameid;
int index, amount, zeny;
struct mail_data inbox;
bool changed; // if true, should sync with charserver on next mailbox request
} mail;
//Quest log system
int num_quests; ///< Number of entries in quest_log
int avail_quests; ///< Number of Q_ACTIVE and Q_INACTIVE entries in quest log (index of the first Q_COMPLETE entry)
struct quest *quest_log; ///< Quest log entries (note: Q_COMPLETE quests follow the first <avail_quests>th enties
bool save_quest; ///< Whether the quest_log entries were modified and are waitin to be saved
// temporary debug [flaviojs]
const char* debug_file;
int debug_line;
const char* debug_func;
unsigned int bg_id;
#ifdef SECURE_NPCTIMEOUT
/**
* ID of the timer
* @info
* - value is -1 (INVALID_TIMER constant) when not being used
* - timer is cancelled upon closure of the current npc's instance
**/
int npc_idle_timer;
/**
* Tick on the last recorded NPC iteration (next/menu/whatever)
* @info
* - It is updated on every NPC iteration as mentioned above
**/
unsigned int npc_idle_tick;
/* */
enum npc_timeout_type npc_idle_type;
#endif
struct s_combos {
struct script_code **bonus;/* the script */
unsigned short *id;/* array of combo ids */
unsigned int *pos;/* array of positions*/
unsigned char count;
} combos;
/**
* Guarantees your friend request is legit (for bugreport:4629)
**/
int friend_req;
int shadowform_id;
/* Channel System [Ind] */
struct Channel **channels;
unsigned char channel_count;
struct Channel *gcbind;
bool stealth;
unsigned char fontcolor;
unsigned int channel_tick;
/* [Ind] */
struct sc_display_entry **sc_display;
unsigned char sc_display_count;
unsigned char delayed_damage; //[Ind]
/**
* Account/Char variables & array control of those variables
**/
struct reg_db regs;
unsigned char vars_received; // char loading is only complete when you get it all.
bool vars_ok;
bool vars_dirty;
// temporary debugging of bug #3504
const char* delunit_prevfile;
int delunit_prevline;
uint16 dmglog[DAMAGELOG_SIZE_PC]; ///target ids
int c_marker[MAX_SKILL_CRIMSON_MARKER]; /// Store target that marked by Crimson Marker [Cydh]
bool flicker; /// Check RL_FLICKER usage status [Cydh]
int storage_size; /// Holds player storage size (VIP system).
#ifdef VIP_ENABLE
struct vip_info vip;
bool disableshowrate; //State to disable clif_display_pinfo(). [Cydh]
#endif
/// Bonus Script [Cydh]
struct s_bonus_script_list {
struct linkdb_node *head; ///< Bonus script head node. data: struct s_bonus_script_entry *entry, key: (intptr_t)entry
uint16 count;
} bonus_script;
struct s_pc_itemgrouphealrate **itemgrouphealrate; /// List of Item Group Heal rate bonus
uint8 itemgrouphealrate_count; /// Number of rate bonuses
/* Expiration Timer ID */
int expiration_tid;
time_t expiration_time;
short last_addeditem_index; /// Index of latest item added
int autotrade_tid;
int bank_vault; ///< Bank Vault
#ifdef PACKET_OBFUSCATION
unsigned int cryptKey; ///< Packet obfuscation key to be used for the next received packet
#endif
struct {
int bronze, silver, gold; ///< Roulette Coin
} roulette_point;
struct {
short stage;
int8 prizeIdx;
short prizeStage;
bool claimPrize;
} roulette;
};
struct eri *pc_sc_display_ers; /// Player's SC display table
struct eri *pc_itemgrouphealrate_ers; /// Player's Item Group Heal Rate table
/**
* ERS for the bulk of pc vars
**/
struct eri *num_reg_ers;
struct eri *str_reg_ers;
/* */
bool reg_load;
/* Global Expiration Timer ID */
extern int pc_expiration_tid;
enum weapon_type {
W_FIST, //Bare hands
W_DAGGER, //1
W_1HSWORD, //2
W_2HSWORD, //3
W_1HSPEAR, //4
W_2HSPEAR, //5
W_1HAXE, //6
W_2HAXE, //7
W_MACE, //8
W_2HMACE, //9 (unused)
W_STAFF, //10
W_BOW, //11
W_KNUCKLE, //12
W_MUSICAL, //13
W_WHIP, //14
W_BOOK, //15
W_KATAR, //16
W_REVOLVER, //17
W_RIFLE, //18
W_GATLING, //19
W_SHOTGUN, //20
W_GRENADE, //21
W_HUUMA, //22
W_2HSTAFF, //23
MAX_WEAPON_TYPE,
// dual-wield constants
W_DOUBLE_DD, // 2 daggers
W_DOUBLE_SS, // 2 swords
W_DOUBLE_AA, // 2 axes
W_DOUBLE_DS, // dagger + sword
W_DOUBLE_DA, // dagger + axe
W_DOUBLE_SA, // sword + axe
};
#define WEAPON_TYPE_ALL ((1<<MAX_WEAPON_TYPE)-1)
enum ammo_type {
A_ARROW = 1,
A_DAGGER, //2
A_BULLET, //3
A_SHELL, //4
A_GRENADE, //5
A_SHURIKEN, //6
A_KUNAI, //7
A_CANNONBALL, //8
A_THROWWEAPON //9
};
enum idletime_option {
IDLE_WALK = 0x001,
IDLE_USESKILLTOID = 0x002,
IDLE_USESKILLTOPOS = 0x004,
IDLE_USEITEM = 0x008,
IDLE_ATTACK = 0x010,
IDLE_CHAT = 0x020,
IDLE_SIT = 0x040,
IDLE_EMOTION = 0x080,
IDLE_DROPITEM = 0x100,
IDLE_ATCOMMAND = 0x200,
};
struct {
unsigned int base_hp[MAX_LEVEL], base_sp[MAX_LEVEL]; //Storage for the first calculation with hp/sp factor and multiplicator
int hp_factor, hp_multiplicator, sp_factor;
int max_weight_base;
char job_bonus[MAX_LEVEL];
#ifdef RENEWAL_ASPD
int aspd_base[MAX_WEAPON_TYPE+1];
#else
int aspd_base[MAX_WEAPON_TYPE]; //[blackhole89]
#endif
uint32 exp_table[2][MAX_LEVEL];
uint32 max_level[2];
struct s_params {
uint16 str, agi, vit, int_, dex, luk;
} max_param;
} job_info[CLASS_COUNT];
#define EQP_WEAPON EQP_HAND_R
#define EQP_SHIELD EQP_HAND_L
#define EQP_ARMS (EQP_HAND_R|EQP_HAND_L)
#define EQP_HELM (EQP_HEAD_LOW|EQP_HEAD_MID|EQP_HEAD_TOP)
#define EQP_ACC (EQP_ACC_L|EQP_ACC_R)
#define EQP_COSTUME (EQP_COSTUME_HEAD_TOP|EQP_COSTUME_HEAD_MID|EQP_COSTUME_HEAD_LOW|EQP_COSTUME_GARMENT)
#define EQP_COSTUME_HELM (EQP_COSTUME_HEAD_TOP|EQP_COSTUME_HEAD_MID|EQP_COSTUME_HEAD_LOW)
#define EQP_SHADOW_GEAR (EQP_SHADOW_ARMOR|EQP_SHADOW_WEAPON|EQP_SHADOW_SHIELD|EQP_SHADOW_SHOES|EQP_SHADOW_ACC_R|EQP_SHADOW_ACC_L)
#define EQP_SHADOW_ACC (EQP_SHADOW_ACC_R|EQP_SHADOW_ACC_L)
#define EQP_SHADOW_ARMS (EQP_SHADOW_WEAPON|EQP_SHADOW_SHIELD)
/// Equip positions that use a visible sprite
#if PACKETVER < 20110111
#define EQP_VISIBLE EQP_HELM
#else
#define EQP_VISIBLE (EQP_HELM|EQP_GARMENT|EQP_COSTUME)
#endif
#define pc_setdead(sd) ( (sd)->state.dead_sit = (sd)->vd.dead_sit = 1 )
#define pc_setsit(sd) { pc_stop_walking((sd), 1|4); pc_stop_attack((sd)); (sd)->state.dead_sit = (sd)->vd.dead_sit = 2; }
#define pc_isdead(sd) ( (sd)->state.dead_sit == 1 )
#define pc_issit(sd) ( (sd)->vd.dead_sit == 2 )
#define pc_isidle(sd) ( (sd)->chatID || (sd)->state.vending || (sd)->state.buyingstore || DIFF_TICK(last_tick, (sd)->idletime) >= battle_config.idle_no_share )
#define pc_istrading(sd) ( (sd)->npc_id || (sd)->state.vending || (sd)->state.buyingstore || (sd)->state.trading )
#define pc_cant_act(sd) ( (sd)->npc_id || (sd)->state.vending || (sd)->state.buyingstore || (sd)->chatID || ((sd)->sc.opt1 && (sd)->sc.opt1 != OPT1_BURNING) || (sd)->state.trading || (sd)->state.storage_flag || (sd)->state.prevend )
/* equals pc_cant_act except it doesn't check for chat rooms or npcs */
#define pc_cant_act2(sd) ( (sd)->state.vending || (sd)->state.buyingstore || ((sd)->sc.opt1 && (sd)->sc.opt1 != OPT1_BURNING) || (sd)->state.trading || (sd)->state.storage_flag || (sd)->state.prevend )
#define pc_setdir(sd,b,h) ( (sd)->ud.dir = (b) ,(sd)->head_dir = (h) )
#define pc_setchatid(sd,n) ( (sd)->chatID = n )
#define pc_ishiding(sd) ( (sd)->sc.option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) )
#define pc_iscloaking(sd) ( !((sd)->sc.option&OPTION_CHASEWALK) && ((sd)->sc.option&OPTION_CLOAK) )
#define pc_ischasewalk(sd) ( (sd)->sc.option&OPTION_CHASEWALK )
#ifdef VIP_ENABLE
#define pc_isvip(sd) ( sd->vip.enabled ? 1 : 0 )
#else
#define pc_isvip(sd) ( 0 )
#endif
#ifdef NEW_CARTS
#define pc_iscarton(sd) ( (sd)->sc.data[SC_PUSH_CART] )
#else
#define pc_iscarton(sd) ( (sd)->sc.option&OPTION_CART )
#endif
#define pc_isfalcon(sd) ( (sd)->sc.option&OPTION_FALCON )
#define pc_isriding(sd) ( (sd)->sc.option&OPTION_RIDING )
#define pc_isinvisible(sd) ( (sd)->sc.option&OPTION_INVISIBLE )
#define pc_is50overweight(sd) ( (sd)->weight*100 >= (sd)->max_weight*battle_config.natural_heal_weight_rate )
#define pc_is90overweight(sd) ( (sd)->weight*10 >= (sd)->max_weight*9 )
/// Enum of Player's Parameter
enum e_params {
PARAM_STR = 0,
PARAM_AGI,
PARAM_VIT,
PARAM_INT,
PARAM_DEX,
PARAM_LUK,
PARAM_MAX
};
short pc_maxparameter(struct map_session_data *sd, enum e_params param);
short pc_maxaspd(struct map_session_data *sd);
/**
* Ranger
**/
#define pc_iswug(sd) ( (sd)->sc.option&OPTION_WUG )
#define pc_isridingwug(sd) ( (sd)->sc.option&OPTION_WUGRIDER )
// Mechanic Magic Gear
#define pc_ismadogear(sd) ( (sd)->sc.option&OPTION_MADOGEAR )
// Rune Knight Dragon
#define pc_isridingdragon(sd) ( (sd)->sc.option&OPTION_DRAGON )
#define pc_stop_walking(sd, type) unit_stop_walking(&(sd)->bl, type)
#define pc_stop_attack(sd) unit_stop_attack(&(sd)->bl)
//Weapon check considering dual wielding.
#define pc_check_weapontype(sd, type) ((type)&((sd)->status.weapon < MAX_WEAPON_TYPE? \
1<<(sd)->status.weapon:(1<<(sd)->weapontype1)|(1<<(sd)->weapontype2)|(1<<(sd)->status.weapon)))
//Checks if the given class value corresponds to a player class. [Skotlex]
//JOB_NOVICE isn't checked for class_ is supposed to be unsigned
#define pcdb_checkid_sub(class_) ( \
( (class_) < JOB_MAX_BASIC ) || \
( (class_) >= JOB_NOVICE_HIGH && (class_) <= JOB_DARK_COLLECTOR ) || \
( (class_) >= JOB_RUNE_KNIGHT && (class_) <= JOB_MECHANIC_T2 ) || \
( (class_) >= JOB_BABY_RUNE && (class_) <= JOB_BABY_MECHANIC2 ) || \
( (class_) >= JOB_SUPER_NOVICE_E && (class_) <= JOB_SUPER_BABY_E ) || \
( (class_) >= JOB_KAGEROU && (class_) <= JOB_OBORO ) || \
( (class_) >= JOB_REBELLION && (class_) < JOB_MAX ) \
)
#define pcdb_checkid(class_) pcdb_checkid_sub((unsigned int)class_)
// clientside display macros (values to the left/right of the "+")
#ifdef RENEWAL
#define pc_leftside_atk(sd) ((sd)->battle_status.batk)
#define pc_rightside_atk(sd) ((sd)->battle_status.watk + (sd)->battle_status.watk2 + (sd)->battle_status.eatk)
#define pc_leftside_def(sd) ((sd)->battle_status.def2)
#define pc_rightside_def(sd) ((sd)->battle_status.def)
#define pc_leftside_mdef(sd) ((sd)->battle_status.mdef2)
#define pc_rightside_mdef(sd) ((sd)->battle_status.mdef)
#define pc_leftside_matk(sd) (status_base_matk(&(sd)->bl, status_get_status_data(&(sd)->bl), (sd)->status.base_level))
#define pc_rightside_matk(sd) ((sd)->battle_status.rhw.matk+(sd)->battle_status.lhw.matk+(sd)->bonus.ematk)
#else
#define pc_leftside_atk(sd) ((sd)->battle_status.batk + (sd)->battle_status.rhw.atk + (sd)->battle_status.lhw.atk)
#define pc_rightside_atk(sd) ((sd)->battle_status.rhw.atk2 + (sd)->battle_status.lhw.atk2)
#define pc_leftside_def(sd) ((sd)->battle_status.def)
#define pc_rightside_def(sd) ((sd)->battle_status.def2)
#define pc_leftside_mdef(sd) ((sd)->battle_status.mdef)
#define pc_rightside_mdef(sd) ( (sd)->battle_status.mdef2 - ((sd)->battle_status.vit>>1) )
#define pc_leftside_matk(sd) \
(\
((sd)->sc.data[SC_MAGICPOWER] && (sd)->sc.data[SC_MAGICPOWER]->val4) \
?((sd)->battle_status.matk_min * 100 + 50) / ((sd)->sc.data[SC_MAGICPOWER]->val3+100) \
:(sd)->battle_status.matk_min \
)
#define pc_rightside_matk(sd) \
(\
((sd)->sc.data[SC_MAGICPOWER] && (sd)->sc.data[SC_MAGICPOWER]->val4) \
?((sd)->battle_status.matk_max * 100 + 50) / ((sd)->sc.data[SC_MAGICPOWER]->val3+100) \
:(sd)->battle_status.matk_max \
)
#endif
int pc_split_atoi(char* str, int* val, char sep, int max);
int pc_class2idx(int class_);
int pc_get_group_level(struct map_session_data *sd);
int pc_get_group_id(struct map_session_data *sd);
int pc_getrefinebonus(int lv,int type);
bool pc_can_give_items(struct map_session_data *sd);
bool pc_can_give_bounded_items(struct map_session_data *sd);
bool pc_can_use_command(struct map_session_data *sd, const char *command, AtCommandType type);
#define pc_has_permission(sd, permission) ( ((sd)->permissions&permission) != 0 )
bool pc_should_log_commands(struct map_session_data *sd);
void pc_setrestartvalue(struct map_session_data *sd, char type);
void pc_makesavestatus(struct map_session_data *sd);
void pc_respawn(struct map_session_data* sd, clr_type clrtype);
void pc_setnewpc(struct map_session_data *sd, uint32 account_id, uint32 char_id, int login_id1, unsigned int client_tick, int sex, int fd);
bool pc_authok(struct map_session_data *sd, uint32 login_id2, time_t expiration_time, int group_id, struct mmo_charstatus *st, bool changing_mapservers);
void pc_authfail(struct map_session_data *sd);
void pc_reg_received(struct map_session_data *sd);
void pc_close_npc(struct map_session_data *sd,int flag);
int pc_close_npc_timer(int tid, unsigned int tick, int id, intptr_t data);
uint8 pc_isequip(struct map_session_data *sd,int n);
int pc_equippoint(struct map_session_data *sd,int n);
void pc_setinventorydata(struct map_session_data *sd);
int pc_get_skillcooldown(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
uint8 pc_checkskill(struct map_session_data *sd,uint16 skill_id);
short pc_checkequip(struct map_session_data *sd,int pos);
bool pc_checkequip2(struct map_session_data *sd, unsigned short nameid, int min, int max);
void pc_scdata_received(struct map_session_data *sd);
void pc_check_expiration(struct map_session_data *sd);
int pc_expiration_timer(int tid, unsigned int tick, int id, intptr_t data);
int pc_global_expiration_timer(int tid, unsigned tick, int id, intptr_t data);
void pc_expire_check(struct map_session_data *sd);
void pc_calc_skilltree(struct map_session_data *sd);
int pc_calc_skilltree_normalize_job(struct map_session_data *sd);
void pc_clean_skilltree(struct map_session_data *sd);
#define pc_checkoverhp(sd) ((sd)->battle_status.hp == (sd)->battle_status.max_hp)
#define pc_checkoversp(sd) ((sd)->battle_status.sp == (sd)->battle_status.max_sp)
char pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype);
void pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y);
char pc_randomwarp(struct map_session_data *sd,clr_type type);
bool pc_memo(struct map_session_data* sd, int pos);
char pc_checkadditem(struct map_session_data *sd, unsigned short nameid, int amount);
uint8 pc_inventoryblank(struct map_session_data *sd);
short pc_search_inventory(struct map_session_data *sd, unsigned short nameid);
char pc_payzeny(struct map_session_data *sd, int zeny, enum e_log_pick_type type, struct map_session_data *tsd);
char pc_additem(struct map_session_data *sd, struct item *item, int amount, e_log_pick_type log_type);
char pc_getzeny(struct map_session_data *sd, int zeny, enum e_log_pick_type type, struct map_session_data *tsd);
char pc_delitem(struct map_session_data *sd, int n, int amount, int type, short reason, e_log_pick_type log_type);
uint64 pc_generate_unique_id(struct map_session_data *sd);
//Bound items
int pc_bound_chk(TBL_PC *sd,enum bound_type type,int *idxlist);
// Special Shop System
int pc_paycash( struct map_session_data *sd, int price, int points, e_log_pick_type type );
int pc_getcash( struct map_session_data *sd, int cash, int points, e_log_pick_type type );
unsigned char pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type);
void pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type);
void pc_putitemtocart(struct map_session_data *sd,int idx,int amount);
void pc_getitemfromcart(struct map_session_data *sd,int idx,int amount);
int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount);
bool pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem);
bool pc_dropitem(struct map_session_data *sd,int n,int amount);
bool pc_isequipped(struct map_session_data *sd, unsigned short nameid);
bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd );
bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd);
void pc_updateweightstatus(struct map_session_data *sd);
bool pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short atk_type,const char *o_script,unsigned int pos,bool onskill);
void pc_exeautobonus(struct map_session_data* sd,struct s_autobonus *bonus);
int pc_endautobonus(int tid, unsigned int tick, int id, intptr_t data);
void pc_delautobonus(struct map_session_data* sd,struct s_autobonus *bonus,char max,bool restore);
void pc_bonus(struct map_session_data *sd, int type, int val);
void pc_bonus2(struct map_session_data *sd, int type, int type2, int val);
void pc_bonus3(struct map_session_data *sd, int type, int type2, int type3, int val);
void pc_bonus4(struct map_session_data *sd, int type, int type2, int type3, int type4, int val);
void pc_bonus5(struct map_session_data *sd, int type, int type2, int type3, int type4, int type5, int val);
enum e_addskill_type {
ADDSKILL_PERMANENT = 0, ///< Permanent skill. Remove the skill if level is 0
ADDSKILL_TEMP = 1, ///< Temporary skill. If player learned the skill and the given level is higher, level will be replaced and learned level will be palced in skill flag. `flag = learned + SKILL_FLAG_REPLACED_LV_0; learned_level = level;`
ADDSKILL_TEMP_ADDLEVEL = 2, ///< Like PCSKILL_TEMP, except the level will be stacked. `learned_level += level`. The flag is used to store original learned level
ADDSKILL_PERMANENT_GRANTED = 3, ///< Grant permanent skill, ignore skill tree and learned level
};
bool pc_skill(struct map_session_data *sd, uint16 skill_id, int level, enum e_addskill_type type);
int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip);
int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv);
int pc_steal_coin(struct map_session_data *sd,struct block_list *bl);
int pc_modifybuyvalue(struct map_session_data*,int);
int pc_modifysellvalue(struct map_session_data*,int);
int pc_follow(struct map_session_data*, int); // [MouseJstr]
int pc_stop_following(struct map_session_data*);
unsigned int pc_maxbaselv(struct map_session_data *sd);
unsigned int pc_maxjoblv(struct map_session_data *sd);
int pc_checkbaselevelup(struct map_session_data *sd);
int pc_checkjoblevelup(struct map_session_data *sd);
int pc_gainexp(struct map_session_data*,struct block_list*,unsigned int,unsigned int, bool);
unsigned int pc_nextbaseexp(struct map_session_data *);