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Mitachi
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Copr. Mitachi
Pros:
- This follows the Ymir logic, there used to be a system that gave basic items to Chinese players, though it was never really used.
- You can spawn with the items already equipped and specify any slot number you want for each item.
- You can also set up count, bonuses and stones(sockets, so also duration) in the starter equipment.
- Since it happens during character creation, there's no risk of doing it before CItem or QuestManager is properly initialized, indeed, we don't even use them here.
- The function is called during PlayerCreate, so you don't need a quest flag to prevent giving items twice. It only triggers on character creation.
- It supports a lightweight reload (core based), so you can hot test or run a starter boost event without shutting down the server.
Cons:
- The only annoying part is having to specify the exact slot indexes where items go, even for equipment. But hey, you only need to do it once.
USAGE:
The structure of the JSON file is straightforward. If you're not familiar with it, feel free to ask https://chat.openai.com.
Not in the mood to use it? No problem. Ive already used it to generate a README for you, scroll down
# Starter Items System `give_basic_weapon.json` Usage Guide
This file defines the initial equipment and items given **at character creation**, organized into three sections.
## `common`
These items are given to **all characters**, regardless of race or job.
```json
{ "vnum": 27003, "pos": 0, "equip": false }
```
| Field | Description |
|-----------|------------------------------------------------------------------------------------|
| `vnum` | The item ID (vnum) to give |
| `pos` | Inventory slot index |
| `equip` | If true, the item is placed in the equipment slot |
| `count` | (Optional) Item quantity. Defaults to 1. |
| `sockets` | (Optional) List of socket values — default is 3, but this depends on ITEM_SOCKET_MAX_NUM in your source code. |
| `attrs` | (Optional) List of attribute structs |
---
## `shared`
These items are given to all characters but are **intended to be equipped**, such as accessories or armor.
```json
{ "vnum": 15009, "pos": 2, "equip": true }
```
- Must specify a valid equipment position (e.g., 2 = wrist, 3 = shoes).
- `equip: true` places the item in the `EQUIPMENT` window.
---
## `jobs`
Job-specific equipment (e.g., armor, weapons), indexed by job ID:
| Job ID | Job |
|--------|----------|
| `0` | Warrior |
| `1` | Ninja |
| `2` | Sura |
| `3` | Shaman |
Example:
```json
{
"vnum": 11209,
"pos": 0,
"equip": true,
"sockets": [0, 0, 0],
"attrs": [
{ "type": 1, "value": 500 },
{ "type": 53, "value": 30 }
]
}
```
---
## Notes
- All positions (`pos`) must be **manually specified**.
- Equipment positions follow the same logic as Metin2's `EQUIPMENT` window.
- `sockets` must contain 02 (default is 3, but this depends on your `ITEM_SOCKET_MAX_NUM`) integers, eg. `[0, 0, 0]`.
- `attrs` must contain objects with:
- `type`: bonus ID (e.g. `1` = Max HP)
- `value`: bonus value
---
## Reloading
To reload the JSON without restarting the server, use the GM command:
```
/reload give_basic_weapon
```
---
## Equipment Slot Index Reference
To determine the correct `pos` value for items marked as `"equip": true`, refer to the slot indices defined in `common/length.h`:
This is an example but check yours, last wear indexes may be different.
```cpp
enum EWearPositions
{
WEAR_BODY = 0,
WEAR_HEAD = 1,
WEAR_FOOTS = 2,
WEAR_WRIST = 3,
WEAR_WEAPON = 4,
WEAR_NECK = 5,
WEAR_EAR = 6,
WEAR_UNIQUE1 = 7,
WEAR_UNIQUE2 = 8,
WEAR_ARROW = 9,
WEAR_SHIELD = 10,
WEAR_ABILITY1 = 11,
WEAR_ABILITY2 = 12,
WEAR_ABILITY3 = 13,
WEAR_ABILITY4 = 14,
WEAR_ABILITY5 = 15,
WEAR_ABILITY6 = 16,
WEAR_ABILITY7 = 17,
WEAR_ABILITY8 = 18,
WEAR_COSTUME_BODY = 19,
WEAR_COSTUME_HAIR = 20,
WEAR_COSTUME_MOUNT = 21, // if ENABLE_MOUNT_COSTUME
WEAR_COSTUME_ACCE = 22, // if ENABLE_ACCE_COSTUME
WEAR_COSTUME_WEAPON = 23, // if ENABLE_WEAPON_COSTUME
WEAR_RING1 = 24,
WEAR_RING2 = 25,
WEAR_BELT = 26,
WEAR_MAX = 32,
};
```
Use the corresponding `WEAR_XXX` value as the `pos` index for your equipment items in the JSON.
---
## Json Errors?
If you got some errors, use https://jsonformatter.org/, past the code and Validate.
It fill fix the file for you

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In your locale server, like usr/game/share/locale/xx/, or, if you want, in the same directory of mob_drop_item.txt.
Add this file: give_basic_weapon.json

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{
"common": [
{ "vnum": 27003, "pos": 0, "equip": false },
{ "vnum": 27006, "pos": 1, "equip": false },
{ "vnum": 27102, "pos": 2, "equip": false, "count": 20 },
{ "vnum": 27105, "pos": 3, "equip": false, "count": 20 },
{ "vnum": 70038, "pos": 4, "equip": false }
],
"shared": [
{ "vnum": 15009, "pos": 2, "equip": true },
{ "vnum": 14009, "pos": 3, "equip": true },
{ "vnum": 16009, "pos": 5, "equip": true },
{ "vnum": 17009, "pos": 6, "equip": true },
{ "vnum": 13009, "pos": 10, "equip": true }
],
"jobs": {
"0": [
{ "vnum": 11209, "pos": 0, "equip": true,
"sockets": [0, 0, 0],
"attrs": [
{ "type": 1, "value": 500 },
{ "type": 53, "value": 30 }
]
},
{ "vnum": 12209, "pos": 1, "equip": true },
{
"vnum": 19,
"pos": 4,
"equip": true,
"sockets": [0, 0, 0],
"attrs": [
{ "type": 5, "value": 8 },
{ "type": 17, "value": 6 }
]
}
],
"1": [
{ "vnum": 11409, "pos": 0, "equip": true,
"sockets": [0, 0, 0],
"attrs": [
{ "type": 1, "value": 500 },
{ "type": 53, "value": 30 }
]
},
{ "vnum": 12349, "pos": 1, "equip": true },
{
"vnum": 1009,
"pos": 4,
"equip": true,
"sockets": [0, 0, 0],
"attrs": [
{ "type": 5, "value": 8 },
{ "type": 17, "value": 6 }
]
}
],
"2": [
{ "vnum": 11609, "pos": 0, "equip": true,
"sockets": [0, 0, 0],
"attrs": [
{ "type": 1, "value": 500 },
{ "type": 53, "value": 30 }
]
},
{ "vnum": 12489, "pos": 1, "equip": true },
{
"vnum": 19,
"pos": 4,
"equip": true,
"sockets": [0, 0, 0],
"attrs": [
{ "type": 5, "value": 8 },
{ "type": 17, "value": 6 }
]
}
],
"3": [
{ "vnum": 11809, "pos": 0, "equip": true,
"sockets": [0, 0, 0],
"attrs": [
{ "type": 1, "value": 500 },
{ "type": 53, "value": 30 }
]
},
{ "vnum": 12629, "pos": 1, "equip": true },
{
"vnum": 7009,
"pos": 4,
"equip": true,
"sockets": [0, 0, 0],
"attrs": [
{ "type": 5, "value": 8 },
{ "type": 17, "value": 6 }
]
}
]
}
}

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// Add
#define ENABLE_START_ITEMS

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#include "stdafx.h"
#include "start_item.h"
#include <fstream>
#include <nlohmann/json.hpp>
std::vector<BaseItem> g_vecCommonItems;
std::vector<BaseItem> g_vecSharedItems;
std::unordered_map<BYTE, std::vector<BaseItem>> g_umapJobItems;
bool LoadStarterItemsFromJSON()
{
const std::string strPath = LocaleService_GetBasePath() + "/give_basic_weapon.json";
std::ifstream ifsFile(strPath);
if (!ifsFile.is_open())
{
sys_err("StarterItems: Failed to open %s", strPath.c_str());
return false;
}
nlohmann::json jRoot;
try
{
ifsFile >> jRoot;
}
catch (const std::exception& e)
{
sys_err("StarterItems: JSON parse error: %s", e.what());
return false;
}
// validate required fields
if (!jRoot.contains("common") || !jRoot.contains("shared") || !jRoot.contains("jobs"))
{
sys_err("StarterItems: Missing required sections in JSON");
return false;
}
std::vector<BaseItem> vecCommonItems;
std::vector<BaseItem> vecSharedItems;
std::unordered_map<BYTE, std::vector<BaseItem>> umapJobItems;
auto fnParseItem = [](const nlohmann::json& jItem) -> BaseItem {
BaseItem stItem;
stItem.vnum = jItem["vnum"];
stItem.pos = jItem["pos"];
stItem.is_equipment = jItem["equip"];
stItem.count = jItem.value("count", 1);
if (jItem.contains("sockets") && jItem["sockets"].is_array())
{
const auto& jSockets = jItem["sockets"];
for (size_t i = 0; i < MIN(jSockets.size(), stItem.sockets.size()); ++i)
stItem.sockets[i] = jSockets[i];
}
if (jItem.contains("attrs") && jItem["attrs"].is_array())
{
const auto& jAttrs = jItem["attrs"];
for (size_t i = 0; i < MIN(jAttrs.size(), stItem.attrs.size()); ++i)
{
stItem.attrs[i].bType = jAttrs[i].value("type", 0);
stItem.attrs[i].sValue = jAttrs[i].value("value", 0);
}
}
return stItem;
};
for (const auto& jItem : jRoot["common"])
vecCommonItems.emplace_back(fnParseItem(jItem));
for (const auto& jItem : jRoot["shared"])
vecSharedItems.emplace_back(fnParseItem(jItem));
for (const auto& [strKey, jItems] : jRoot["jobs"].items())
{
BYTE byJob = static_cast<BYTE>(std::stoi(strKey));
if (!jItems.is_array())
continue;
auto& vecJob = umapJobItems[byJob];
for (const auto& jItem : jItems)
vecJob.emplace_back(fnParseItem(jItem));
}
// commit parsed items
g_vecCommonItems = std::move(vecCommonItems);
g_vecSharedItems = std::move(vecSharedItems);
g_umapJobItems = std::move(umapJobItems);
sys_log(0, "StarterItems: Loaded successfully from %s", strPath.c_str());
return true;
}

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#pragma once
#include "locale_service.h"
#include "../../common/tables.h"
#include "../../common/item_length.h"
struct BaseItem
{
DWORD vnum;
BYTE pos;
bool is_equipment;
BYTE count{1};
std::array<long, ITEM_SOCKET_MAX_NUM> sockets{};
std::array<TPlayerItemAttribute, ITEM_ATTRIBUTE_MAX_NUM> attrs{};
};
extern std::vector<BaseItem> g_vecCommonItems;
extern std::vector<BaseItem> g_vecSharedItems;
extern std::unordered_map<BYTE, std::vector<BaseItem>> g_umapJobItems;
extern bool LoadStarterItemsFromJSON();

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## 1.) Look for
DragonSoul.cpp
# replace with:
DragonSoul.cpp start_item.cpp

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/// 1.) Search at the begin of the file
#include "unique_item.h"
#include "DragonSoul.h"
// and add under, this:
#ifdef ENABLE_START_ITEMS
#include "start_item.h"
#endif
/// 2.) Search in void CHARACTER::MountVnum(DWORD vnum):
//RELOAD_ADMIN
case 'a':
ch->ChatPacket(CHAT_TYPE_INFO, "Reloading Admin infomation.");
db_clientdesc->DBPacket(HEADER_GD_RELOAD_ADMIN, 0, NULL, 0);
sys_log(0, "Reloading admin infomation.");
break;
//END_RELOAD_ADMIN
case 'c': // cube
// ·ÎÄà ÇÁ·Î¼¼½º¸¸ °»»êÇÑ´Ù.
Cube_init ();
break;
default:
{
// and add under, this:
#ifdef ENABLE_START_ITEMS
if (strstr(arg1, "give_basic_weapon"))
{
ch->ChatPacket(CHAT_TYPE_INFO, "Reloading: give_basic_weapon");
LoadStarterItemsFromJSON();
}
#endif

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/// 1.) Search at the begin of the file
#include "map_location.h"
#include "DragonSoul.h"
// and add under, this:
#ifdef ENABLE_START_ITEMS
#include "start_item.h"
#endif
/// 2.) Scroll a bit down and look for
extern void gm_insert(const char * name, BYTE level);
extern BYTE gm_get_level(const char * name, const char * host, const char* account);
extern void gm_host_insert(const char * host);
// and add under, this:
#ifdef ENABLE_START_ITEMS
extern bool RaceToJob(unsigned race, unsigned* ret_job);
#endif
/// 3.) Search:
void CInputDB::PlayerCreateSuccess(LPDESC d, const char * data)
{
[...]
}
// and add UPPER, this:
#ifdef ENABLE_START_ITEMS
static void PlayerCreateGiveBasicItems(const DWORD dwPlayerID, const BYTE byJob)
{
// extract real job
unsigned int real_job = 0;
RaceToJob(byJob, &real_job);
// helper lambda to give items
auto fnGiveItem = [&](const BaseItem& item)
{
if (!item.vnum)
return;
TPlayerItem t{};
t.id = ITEM_MANAGER::instance().GetNewID();
t.owner = dwPlayerID;
t.window = item.is_equipment ? EQUIPMENT : INVENTORY;
t.pos = item.pos;
t.vnum = item.vnum;
t.count = item.count;
std::copy(item.sockets.begin(), item.sockets.end(), t.alSockets);
std::copy(item.attrs.begin(), item.attrs.end(), t.aAttr);
db_clientdesc->DBPacketHeader(HEADER_GD_ITEM_SAVE, 0, sizeof(t));
db_clientdesc->Packet(&t, sizeof(t));
};
// items giving
for (const auto& item : g_vecCommonItems)
fnGiveItem(item);
for (const auto& item : g_vecSharedItems)
fnGiveItem(item);
if (auto it = g_umapJobItems.find(real_job); it != g_umapJobItems.end())
{
for (const auto& item : it->second)
fnGiveItem(item);
}
}
#endif
/// 3.) Search always inside void CInputDB::PlayerCreateSuccess(LPDESC d, const char * data):
TPacketGCPlayerCreateSuccess pack{};
pack.header = HEADER_GC_CHARACTER_CREATE_SUCCESS;
pack.bAccountCharacterIndex = pPacketDB->bAccountCharacterIndex;
pack.player = pPacketDB->player;
d->Packet(&pack, sizeof(TPacketGCPlayerCreateSuccess));
// and add under (like before the function end), this:
#ifdef ENABLE_START_ITEMS
// Base items
PlayerCreateGiveBasicItems(pPacketDB->player.dwID, pPacketDB->player.byJob);
#endif
// like:
/*
....
pack.header = HEADER_GC_CHARACTER_CREATE_SUCCESS;
pack.bAccountCharacterIndex = pPacketDB->bAccountCharacterIndex;
pack.player = pPacketDB->player;
d->Packet(&pack, sizeof(TPacketGCPlayerCreateSuccess));
#ifdef ENABLE_START_ITEMS
// Base items
PlayerCreateGiveBasicItems(pPacketDB->player.dwID, pPacketDB->player.byJob);
#endif
LogManager::instance().CharLog(pack.player.dwID, 0, 0, 0, "CREATE PLAYER", "", d->GetHostName());
}
*/

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/// 1.) Search at the begin of the file
#include "skill_power.h"
#include "DragonSoul.h"
// and add under, this:
#ifdef ENABLE_START_ITEMS
#include "start_item.h"
#endif
/// 2.) Search inside int main(int argc, char **argv):
Blend_Item_init();
ani_init();
PanamaLoad();
// and add under, this:
#ifdef ENABLE_START_ITEMS
LoadStarterItemsFromJSON();
#endif