?? mytypes.h
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/*
*/
#ifndef __MYTYPES_H__
#define __MYTYPES_H__
#define _MAPOBJECT_DIRECTORY_CHANGE_
//#define BETA_TESTER_
#define CON_NORMAL 0x00 // 瀝惑惑怕 0000000
#define CON_CURSE 0x01 // 勸悼利惑怕 0000001
#define CON_FROZEN 0x02 // 公扁仿惑怕 0000010
#define CON_SLOW 0x04 // 澆肺快惑怕 0000100
#define CON_DAZE 0x08 // 去鄂惑怕 0001000
#define CON_POISON 0x10 // 吝刀惑怕 0010000
#define CON_STONE 0x20 // 籍拳惑怕 0100000
#define CON_DEATH 0x40 // 磷瀾惑怕 1000000
//< CSD-030419 : NPC 輛練
#define DUMMY 0
#define HUMAN 1
#define GUARD 2
#define ORC_DUMMY 3
#define LIFELESS 4
#define HOBBIT 5
#define DWARF 6
#define DRAGON 7
#define ANIMAL 8
#define NORM_MON 9
#define SEALSTONE 11
#define GUARDSTONE 12
#define CASTLEGATEWAY 12
#define WARARMS 12
//> CSD-030419
////////////////////////// 撈痹繞 1230 ///////////////////////////////////////////
#define SET_LOSTSIGHT 1 //矯仿惑角
//////////////////////////////////////////////////////////////////////////////////
#define LIGHTNESS 2
/////////////////////////////////////////////////////////////////////////////
////////////////////////// 0402 撈痹繞 眠啊 //////////////////////////////////////
#define SET_CUREBLIEND 3
#define SET_INFORMATION 4
////////////////////////// 0811 YJS 眠啊 //////////////////////////
#define FIGHT_RESULT 5
#define FIGHT_WIN 1
#define FIGHT_LOSE 2
#define FIGHT_DRAW 3
#define FIGHT_LOGOUT 4
//////////////// 0311 lkh 眠啊 (撈亥飄儈 瀾廄 免仿) //////////////
#define OPERATOR_PLAYSOUND_EVENT1 851 //青葷 矯累闌 舅府綽 綿啊
#define OPERATOR_PLAYSOUND_EVENT2 853 //冠薦 家府
#define OPERATOR_OUTPUT_CELEBRATE 290 //綿器甫 筋酒 棵撈綽 瓤苞
/////////////// 0810 lhs 眠啊 /////////////////
#define START_QUEST_SOUND 15000 //涅膠飄 矯累 家府
#define QUEST_SALUTE 15001 //涅膠飄儈 綿器 瓤苞
#define TILE_SIZE 32
#define VILLAGE_SIZE 720
#define MAX_LOADSTRING 100
#define MAX_CHAR_IMAGE_FRAME 60
#define MAX_ANIMATION 26//24 // LTS ACTION
#define MAX_PC_ANIMATION_FRAME 40
#define MAX_SHORTPATH 50
#define MAX_DIRECTION 5
#define MAX_CHAT_STRING 256
#define SCREENMODE_WINDOW 0
#define SCREENMODE_FULLSCREEN 1
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define GAME_SCREEN_XSIZE 800
#define GAME_SCREEN_YSIZE 520// 352//020515 lsw
/*
#define SCREEN_WIDTH 1024
#define SCREEN_HEIGHT 768
#define GAME_SCREEN_XSIZE 1024
#define GAME_SCREEN_YSIZE (768-(600-472))// 352
*/
#define RADARXL 640
#define RADARYL 480
// 檬焊磊狼 Level
#define ROOKIE_LEVEL 7
#define GAME_SCREEN_XTILE (GAME_SCREEN_XSIZE/TILE_SIZE)
#define GAME_SCREEN_YTILE (GAME_SCREEN_YSIZE/TILE_SIZE)
#define GAME_SCREEN_XTILE_MID (GAME_SCREEN_XTILE/2)
#define GAME_SCREEN_YTILE_MID (GAME_SCREEN_YTILE/2)
//////////////////////// 0808 lkh 眠啊 /////////////////////////////
#define OBJECTSOUNDPLAY_XSIZE 1400
#define OBJECTSOUNDPLAY_YSIZE 1000
#define PC_WIDTH 45
#define PC_HEIGHT 64
#define SIZE_AREA_WIDTH 10
#define SIZE_AREA_HEIGHT 10
#define STATE_BUTTON_STILL 0
#define STATE_BUTTON_PRESSED 1
#define STATE_BUTTON_RELEASED 2
#define STATE_BUTTON_DOUBLECLICK 3
#define CTYPE_PC 0
#define CTYPE_NPC 1
#define CTYPE_MONSTER 2
#define SPRITETYPE_NONE 0 // 付快膠俊 狼秦 CHARACTER急琶登綽 風憑俊輯 葷儈
#define SPRITETYPE_CHARACTER 1 // 免仿.. Sortting..
#define SPRITETYPE_NPC 2
#define SPRITETYPE_MONSTER 3
#define SPRITETYPE_OBJECT 4
#define SPRITETYPE_OBJECT_BOTTOM 5
#define SPRITETYPE_TILE 6
#define SPRITETYPE_ITEM 7
#define SPRITETYPE_ITEM_BOTTOM 8
#define SPRITETYPE_EFFECT_NORMAL 9
#define SPRITETYPE_EFFECT_CEILING 10
#define SPRITETYPE_EFFECT_BOTTOM 11
#define SPRITETYPE_NUMBER 12
#define SPRITETYPE_FOOT 13
#define SPRITETYPE_DEST_POINT 14
#define SPRITETYPE_DEST_POINT_BOTTOM 15
#define SPRITETYPE_SKILLCURSOR 16
#define SPRITETYPE_DETECT_TILE 17
#define SPRITETYPE_SKILLGAUGE 18
#define SPRITETYPE_CLOCKNIDDLE 19
#define SPRITETYPE_ON_THE_CEILING_CHAR 20
#define SPRITETYPE_ALPHAOBJECT 21
#define CHARACTER_SPRITE_FRAME_MAX_ 75
#define CHARACTER_ATTACKRANGE_MAX_ 181 // CSD-031007
#define CHARACTER_ACCESSORY_MAX_ 241 // 011030 KHS JJING
//#define CHARACTER_ACCESSORY_MAX 220 // NEW_CHAR YGI
// Hero->peacests
#define PC_STATUS_PEACE 0
#define PC_STATUS_BATTLE 1
#define SIGHT_PLUS 90000
#define EVENT_TYPE_NPC 0
#define EVENT_TYPE_MAPTILE 1
// 傍拜且錠 某腐磐啊 傍拜裹困俊 樂綽瘤 絕綽瘤俊 措茄 府畔藹.
// IsAttackRange()俊輯 葷儈.....
#define ATTACKRANGE_IN_AREA_ 1
#define ATTACKRANGE_IN_MIN_ 2
#define ATTACKRANGE_OUT_MAX_ 3
#define ERR_FILE_OPEN -1
#define ERR_INVALID_ID -11
enum ViewTypes
{ //< CSD-030509
VIEWTYPE_NORMAL_ = 0,
VIEWTYPE_CAMELEON_ = 1,
VIEWTYPE_GHOST_ = 2,
VIEWTYPE_TREE_ = 3,
VIEWTYPE_OBSERVE_ = 4,
VIEWTYPE_CONFUSION_ = 5,
VIEWTYPE_POISON_ = 6,
VIEWTYPE_STONE_ = 7,
VIEWTYPE_SLOW_ = 8,
VIEWTYPE_FROZEN_ = 9,
VIEWTYPE_CURSE_ = 10,
VIEWTYPE_TRANSPARENCY_ = 11,
VIEWTYPE_SELECT_ = 12,
VIEWTYPE_STAND_UP_ = 13,
}; //> CSD-030509
enum eChatTypes
{
CHATTYPE_NORMAL =0,
CHATTYPE_WHISPER =1,
CHATTYPE_PARTY =2,
CHATTYPE_GUILD =3,
CHATTYPE_COLOSSUS_GLOBAL =4,
CHATTYPE_COLOSSUS =5,
CHATTYPE_LOCAL_WAR =6,
CHATTYPE_NATION_WAR =7,
CHATTYPE_GUILD_BBS =8,
CHATTYPE_YES_OR_NO =9,
CHATTYPE_NOTICE =10,
CHATTYPE_MERCHANT_BBS =11,
CHATTYPE_TALK_WITH_GM =12,
};
// 喬納撈茄 某腐磐狼 倔奔葷柳俊 靜老 漠磊憊 Sprite鍋齲.
#define PK_BLOOD_EFFECT 272
// 酒貳啊 瀝狼登絹 樂欄擱 憊啊俺充撈 利儈等促.
#define _NATION_APPLY_
// 酒貳啊 瀝狼登絹 樂欄擱 箭磊肺 免仿等促.
#define DISPLAY_HIT_NUMBER_
enum
{
CLS_STEP = 0, // 努貳膠 竄拌
DUAL_CLS = 1, // 掂倔 努貳膠
EXP_STEP = 2, // 版氰摹 竄拌
T01_STEP = 3, // 琶平 版氰摹 竄拌
T02_STEP = 4,
T03_STEP = 5,
T04_STEP = 6,
T05_STEP = 7,
T06_STEP = 8,
T07_STEP = 9,
T08_STEP = 10,
T09_STEP = 11,
T10_STEP = 12,
T11_STEP = 13,
T12_STEP = 14,
T13_STEP = 15,
CSP_STEP = 16, // 傈捧膠懦 器牢磐
MAX_STEP = 17 // 彌措 單撈鷗薦
};
struct CCharRank
{ //< CSD-030326
DWORD nation :3; // 加茄唱扼 - 0:絕瀾, 1, 2, 3:官撈輯膠, 4:磊撈戚, 5:慶霸葛聰酒, 6:老膠
DWORD guild_master:3; // 辨靛 付膠磐
DWORD king :1; // 唱扼 空
DWORD dwReserved :9; // 葷儈登瘤 臼瀾
DWORD counselor :2; // 0 : 絕瀾, 1: 雀葷 款康磊, 2: 霸烙郴 款康磊
DWORD ultra_nk3 :1; // 必廄喬納撈 1004 YGI
DWORD ultra_nk4 :1; // 必廄喬納撈 1004 YGI
DWORD ultra_nk6 :1; // 必廄喬納撈 1004 YGI
DWORD reporter :1;
DWORD imsi :10; // 1004 YGI
}; //> CSD-030326
typedef enum enumAPPEARANCE_PC
{
enumBODY = 0,
enumHEAD,
enumMAIL,
enumLEFTHAND,
enumRIGHTHAND,
enumFOOT
} APPEARANCE_PC;
typedef enum enumDIRECTION
{
DIRECTION_SAME = -1,
DIRECTION_UP = 4,
DIRECTION_RIGHTUP = 5,
DIRECTION_RIGHT = 6,
DIRECTION_RIGHTDOWN = 7,
DIRECTION_DOWN = 0,
DIRECTION_LEFTDOWN = 1,
DIRECTION_LEFT = 2,
DIRECTION_LEFTUP = 3,
DIRECTION_LEFTDOWNDOWN = 8,
DIRECTION_LEFTLEFTDOWN = 9,
DIRECTION_LEFTLEFTUP = 10,
DIRECTION_LEFTUPUP = 11,
DIRECTION_RIGHTUPUP = 12,
DIRECTION_RIGHTRIGHTUP = 13,
DIRECTION_RIGHTRIGHTDOWN= 14,
DIRECTION_RIGHTDOWNDOWN = 15
} DIRECTION;
typedef enum enumACTION_PC_WOMAN
{
ACTION_NONE = 0, // 1 扁夯悼累 1
ACTION_BASIC_WALK, // 2 扁夯叭扁 2
ACTION_BATTLE_WALK_OWNHAND, // 3 傈捧叭扁 3
ACTION_BATTLE_NONE, // 4 傈捧扁夯 4
ACTION_ATTACK_ONESWORD1, // 5 茄頰傍拜 5
ACTION_ATTACK_ONESWORD2, // 6 茄頰傍拜2
ACTION_ATTACK_BONG_DOWN, // 7 豪, 幫豪, 傍拜( 郴妨摹扁 )
ACTION_ATTACK_BONG_JJIRKI, // 8 芒, 豪, 傍 拜( 罵福扁 )
ACTION_ATTACK_BOW, // 9 勸筋扁
ACTION_ATTACK_PENSWORD2, // 10 奇教磊技
ACTION_ATTACK_PENSING1, // 11 奇教傍拜 1
ACTION_ATTACK_PENSING2, // 12 奇教傍拜 2
ACTION_RUN, // 13 頓扁
ACTION_ATTACKED, // 14 嘎扁
ACTION_DIE, // 15 磷扁
ACTION_MAGIC_BEFORE, // 16 付過矯傈
ACTION_MAGIC_CASTING, // 17 付過某膠潑
ACTION_SITDOWN, // 18 臼扁
ACTION_THROW, // 19 帶瘤扁傍拜
ACTION_HORSE, // 20 富鷗扁
ACTION_BATTLE_WALK_TWOHAND, // 21 傈捧叭扁 2 ( 劇頰俊 八 )
ACTION_BATTLE_NONE_TWOHAND, // 22 傈捧扁夯 2( 劇頰 )
ACTION_ATTACK_BONG_ROUND, // 23 豪, 芒, 幫豪, 傍拜( 戎滴福扁 )
ACTION_MAGIC_CASTING2, // 24 付過某膠潑 2(巢磊 某腐磐俊霸父 利儈 )
ACTION_ANGER, // 25 拳郴扁 // LTS ACTION
ACTION_VICTORY // 26 鉸府器令 // LTS ACTION
} ACTION_PC_WOMAN;
enum ACTION_NPC_MONSTER1
{
MON1_NONE = 0, // 扁夯悼累
MON1_BATTLE_WALK, // 扁夯叭扁
MON1_ATTACKED, // 嘎扁
MON1_DIE, // 磷扁....
MON1_BATTLE_ATTACK, // 茄頰傍拜
MON1_BATTLE_MAGIC, // 付過矯傈
MON1_STAND_UP, // 老絹輯扁
MON1_CASTING_MAGIC, // 付過矯傈 // LTS DRAGON
MON1_BATTLE_ATTACK2, // 傍拜 2
MON1_BATTLE_ATTACK3, // 傍拜 3
MON1_JUST_ACTION // 烙狼狼 悼累
};
typedef enum enumACTION_NPC
{
} ACTION_NPC;
typedef enum enumACTION_MONSTER
{
} ACTION_MONSTER;
typedef struct tagPOSITION
{
short x, y;
} POSITION, *LPPOSITION;
typedef struct tagORIGIN
{
short x, y;
} ORIGIN, *LPORIGIN;
typedef struct tagWORDSIZE
{
WORD cx;
WORD cy;
} WORDSIZE, *LPWORDSIZE;
typedef struct {
short xl, yl;
short ox, oy;
DWORD size;
char *img;
}Spr;
typedef struct {
Spr sp[8][CHARACTER_SPRITE_FRAME_MAX_];
}CharacterSprite;
//_____________________________________________________
struct NW_Character // 010915 LTS // LTS CHAR
{
DWORD WarNo : 7; // 傈里鍋齲
DWORD WarfieldNo : 3; // 傈里磐 鍋齲
DWORD SquadNo : 3; // 何措鍋齲
DWORD isSquadLeader : 1; // 何措厘牢啊?
DWORD isCommander : 1; // 葷飛包牢啊?
DWORD isCommanderCandidater : 1; // 葷飛包饒焊牢啊?
DWORD DoWarJoinVote : 1; // 傈里磐 曼咯 捧釬甫 沁唱?
DWORD DoCommanderVote : 1; // 葷飛包 捧釬甫 沁促
DWORD YL_JoinNation : 4; // 老膠牢版快 磊撈戚俊沁唱? 官撈輯膠俊 沁唱? // 憊啊鍋齲
DWORD Reserved : 10; // 抗距..
};
//_____________________________________________________
typedef struct tagGPCHARINFO
{
char type;
DWORD id;
char name[30];
int sprno;
int mutant; // 0810 KHS
POINT position;
DIRECTION direction;
int basicAction;
int basicWalk;
int nCurrentAction;
int animationType;
int accessory[4];
int mantle; // 011018 KHS 噶肚
int jjing; // 011030 KHS JJING
int hp,hpmax, mp,mpmax, sp, spmax;
int sex;
char spell;
short int face;
int sight;
BYTE bodyr, bodyg, bodyb;
BYTE clothr, clothg, clothb;
char viewtype;
BYTE peacests;
short Age;
DWORD killpc;
short openhouse;
BYTE goodbad;
short social_status;
CCharRank name_status; // 1004 YGI
short fame;
short nk3;
short nk4;
short nk6;
char class_type; // 0807 YGI
char lv; // 0807 YGI
int homex;
int homey;
bool eventnpc;
bool bRecallNpc; // CSD-021119
NW_Character NWCharacter; // 010915 LTS // UNROLL闌 葷儈竅瘤 臼綽 版快, 滾弊狼 慣積撈 快妨
BYTE nDualCls; // 掂倔包訪
BYTE nClsStep;
char JoinLocalWar; // LTS LOCALWAR
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