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📄 character.c

📁 打魔兽战网的都知道他是什么
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/* * Copyright (C) 2000  Ross Combs (rocombs@cs.nmsu.edu) * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA. */#define CHARACTER_INTERNAL_ACCESS#include "common/setup_before.h"#include <stdio.h>#ifdef HAVE_STDDEF_H# include <stddef.h>#else# ifndef NULL#  define NULL ((void *)0)# endif#endif#ifdef STDC_HEADERS# include <stdlib.h>#else# ifdef HAVE_MALLOC_H#  include <malloc.h># endif#endif#ifdef HAVE_STRING_H# include <string.h>#else# ifdef HAVE_STRINGS_H#  include <strings.h># endif# ifdef HAVE_MEMORY_H#  include <memory.h># endif#endif#include "compat/memcpy.h"#include "compat/strcasecmp.h"#include "compat/strdup.h"#include <errno.h>#include "compat/strerror.h"#include "common/eventlog.h"#include "common/list.h"#include "compat/uint.h"#include "common/bnet_protocol.h"#include "account.h"#include "account_wrap.h"#include "common/bn_type.h"#include "common/util.h"#include "common/xalloc.h"#include "character.h"#include "common/setup_after.h"static t_list * characterlist_head=NULL;static t_character_class bncharacter_class_to_character_class(t_uint8 class){    switch (class)    {    case D2CHAR_INFO_CLASS_AMAZON:	return character_class_amazon;    case D2CHAR_INFO_CLASS_SORCERESS:	return character_class_sorceress;    case D2CHAR_INFO_CLASS_NECROMANCER:	return character_class_necromancer;    case D2CHAR_INFO_CLASS_PALADIN:	return character_class_paladin;    case D2CHAR_INFO_CLASS_BARBARIAN:	return character_class_barbarian;    case D2CHAR_INFO_CLASS_DRUID:        return character_class_druid;    case D2CHAR_INFO_CLASS_ASSASSIN:        return character_class_assassin;    default:	return character_class_none;    }}/* Function unusedstatic t_uint8 character_class_to_bncharacter_class(t_character_class class){    switch (class)    {    case character_class_amazon:	return D2CHAR_INFO_CLASS_AMAZON;    case character_class_sorceress:	return D2CHAR_INFO_CLASS_SORCERESS;    case character_class_necromancer:	return D2CHAR_INFO_CLASS_NECROMANCER;    case character_class_paladin:	return D2CHAR_INFO_CLASS_PALADIN;    case character_class_barbarian:	return D2CHAR_INFO_CLASS_BARBARIAN;    case character_class_druid:	return D2CHAR_INFO_CLASS_DRUID;    case character_class_assassin:	return D2CHAR_INFO_CLASS_ASSASSIN;    default:	eventlog(eventlog_level_error,__FUNCTION__,"got unknown class %d",(int)class);    case character_class_none:	return D2CHAR_INFO_FILLER;    }}*/static const char * character_class_to_classname (t_character_class class){    switch (class)    {    case character_class_amazon:        return "Amazon";    case character_class_sorceress:        return "Sorceress";    case character_class_necromancer:        return "Necromancer";    case character_class_paladin:        return "Paladin";    case character_class_barbarian:        return "Barbarian";    case character_class_druid:        return "Druid";    case character_class_assassin:        return "Assassin";    default:        return "Unknown";    }}static const char * character_expansion_to_expansionname (t_character_expansion expansion){    switch (expansion)    {    case character_expansion_classic:	return "Classic";    case character_expansion_lod:        return "LordOfDestruction";    default:        return "Unknown";    }}static void decode_character_data(t_character * ch){    ch->unknownb1   = D2CHAR_INFO_UNKNOWNB1;    ch->unknownb2   = D2CHAR_INFO_UNKNOWNB2;    ch->helmgfx     = D2CHAR_INFO_FILLER;    ch->bodygfx     = D2CHAR_INFO_FILLER;    ch->leggfx      = D2CHAR_INFO_FILLER;    ch->lhandweapon = D2CHAR_INFO_FILLER;    ch->lhandgfx    = D2CHAR_INFO_FILLER;    ch->rhandweapon = D2CHAR_INFO_FILLER;    ch->rhandgfx    = D2CHAR_INFO_FILLER;    ch->unknownb3   = D2CHAR_INFO_FILLER;    ch->unknownb4   = D2CHAR_INFO_FILLER;    ch->unknownb5   = D2CHAR_INFO_FILLER;    ch->unknownb6   = D2CHAR_INFO_FILLER;    ch->unknownb7   = D2CHAR_INFO_FILLER;    ch->unknownb8   = D2CHAR_INFO_FILLER;    ch->unknownb9   = D2CHAR_INFO_FILLER;    ch->unknownb10  = D2CHAR_INFO_FILLER;    ch->unknownb11  = D2CHAR_INFO_FILLER;    ch->unknown1    = 0xffffffff;    ch->unknown2    = 0xffffffff;    ch->unknown3    = 0xffffffff;    ch->unknown4    = 0xffffffff;    ch->level       = 0x01;    ch->status      = 0x80;    ch->title       = 0x80;    ch->unknownb13  = 0x80;    ch->emblembgc   = 0x80;    ch->emblemfgc   = 0xff;    ch->emblemnum   = 0xff;    ch->unknownb14  = D2CHAR_INFO_FILLER;/*b1 b2 hg bg lg lw lg rw rg b3 b4 b5 b6 b7 b8 b9 bA bB cl u1 u1 u1 u1 u2 u2 u2 u2 u3 u3 u3 u3 u4 u4 u4 u4 lv st ti bC eb ef en bD \0amazon_qwer.log:83 80 ff ff ff ff ff 43 ff 1b ff ff ff ff ff ff ff ff 01 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff 01 80 80 80 80 ff ff ff 00sor_Bent.log:83 80 ff ff ff ff ff 53 ff ff ff ff ff ff ff ff ff ff 02 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff 01 80 80 80 80 ff ff ff 00necro_Thorsen.log:83 80 ff ff ff ff ff 2b ff ff ff ff ff ff ff ff ff ff 03 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff 01 80 80 80 80 ff ff ff 00pal_QlexTEST.log:87 80 01 01 01 01 01 ff ff ff 01 01 ff ff ff ff ff ff 04 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff 01 80 80 ff ff ff 80 80 00barb_Qlex.log:83 80 ff ff ff ff ff 2f ff 1b ff ff ff ff ff ff ff ff 05 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff 01 80 80 80 80 ff ff ff 00*/}static int load_initial_data (t_character * character, t_character_class class, t_character_expansion expansion){    char const * data_in_hex;    eventlog(eventlog_level_debug,__FUNCTION__,"Initial Data for %s, %s %s",	     character->name,	     character_expansion_to_expansionname(expansion),	     character_class_to_classname(class));    /* Ideally, this would be loaded from bnetd_default_user, but I don't want to hack account.c just now */    /* The "default" character info if everything else messes up; */    data_in_hex = NULL; /* FIXME: what should we do if expansion or class isn't known... */    switch (expansion)    {    case character_expansion_classic:        switch (class)	{	case character_class_amazon:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 01 FF FF FF FF FF FF FF FF FF FF FF 01 81 80 80 80 FF FF FF";	    break;	case character_class_sorceress:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 02 FF FF FF FF FF FF FF FF FF FF FF 01 81 80 80 80 FF FF FF";	    break;	case character_class_necromancer:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 03 FF FF FF FF FF FF FF FF FF FF FF 01 81 80 80 80 FF FF FF";	    break;	case character_class_paladin:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 04 FF FF FF FF FF FF FF FF FF FF FF 01 81 80 80 80 FF FF FF";	    break;	case character_class_barbarian:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 05 FF FF FF FF FF FF FF FF FF FF FF 01 81 80 80 80 FF FF FF";	    break;	default: break; //should never reach that part ot the code... but to make compiler happy...	}	break;    case character_expansion_lod:        switch (class)	{	case character_class_amazon:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 01 FF FF FF FF FF FF FF FF FF FF FF 01 A1 80 80 80 FF FF FF";	    break;	case character_class_sorceress:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 02 FF FF FF FF FF FF FF FF FF FF FF 01 A1 80 80 80 FF FF FF";	    break;	case character_class_necromancer:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 03 FF FF FF FF FF FF FF FF FF FF FF 01 A1 80 80 80 FF FF FF";	    break;	case character_class_paladin:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 04 FF FF FF FF FF FF FF FF FF FF FF 01 A1 80 80 80 FF FF FF";	    break;	case character_class_barbarian:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 05 FF FF FF FF FF FF FF FF FF FF FF 01 A1 80 80 80 FF FF FF";	    break;	case character_class_druid:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 06 FF FF FF FF FF FF FF FF FF FF FF 01 A1 80 80 80 FF FF FF";	    break;	case character_class_assassin:	    data_in_hex = "84 80 FF FF FF FF FF FF FF FF FF FF FF 07 FF FF FF FF FF FF FF FF FF FF FF 01 A1 80 80 80 FF FF FF";	    break;	default: break; // again we will never get here... but how can compiler know that?!?	}    default: break; // well... like I said 2 times before....    }

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