📄 character.c
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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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