?? skill.h
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// CrackMgr.h: interface for the CCrackMgr class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SKILLMGR_H__916F254F_DB1F_4269_BC2B_36BC59E48BC9__INCLUDED_)
#define AFX_SKILLMGR_H__916F254F_DB1F_4269_BC2B_36BC59E48BC9__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define SKILL_READY 1
#define SKILL_ON 2
#define SKILL_OFF 0
#define SKILL_ING 3
#define SKILL_BEFORE_ING 4
// Skill Target Type..
#define SKILLTARGETTYPE_ITEM_ 10
#define SKILLTARGETTYPE_CHAR_ 20
#define SKILLTARGETTYPE_MAP_ 30
#define SKILLTARGETTYPE_HERO_ 40
#define SKILLTARGETTYPE_TABLE_ 50
#define SKILLTARGETTYPE_MAP_WITH_ITEM_ 60
#define SKILLTARGETTYPE_2ND_GM 100//021111 lsw
#define SKILLTARGETTYPE_SKILL_MASTER 110//021111 lsw
#define ITEMMAKE_YOUCAN 1
#define ITEMMAKE_UNKNOWN -1
#define ITEMMAKE_NOT_RESOURCE -2
#define ITEMMAKE_NOT_TOOL -3
#define ITEMMAKE_NOT_FLATFORM -4
#define ITEMMAKE_TIRED -5
#define ITEM_MAKE_NO_JOIN -6
#define ITEMMAKE_GOGOGO -7 // 積己犬伏 100% 累訣闌 困秦 淚矯 父電絹敵 Definition...
#define ITEMMAKE_NO -8
// 扁賤 角菩 鍋齲....
#define SKILLFAIL_NOT_PROPER_PLACE -9 // 扁賤闌 困茄 利寸茄 厘家啊 酒湊聰促.
#define SKILLFAIL_UNKNOWN_ITEM -10
#define SKILLFAIL_NOT_RESOURCE -20
#define SKILLFAIL_NOT_FLATFORM -40
#define SKILLFAIL_TIRED -41
#define SKILLFAIL_NOT_TOOL48 -48
#define SKILLFAIL_NOT_TOOL49 -49
#define SKILLFAIL_NOT_TOOL50 -50
#define SKILLFAIL_NOT_TOOL51 -51
#define SKILLFAIL_NOT_TOOL52 -52
#define SKILLFAIL_NOT_TOOL53 -53
#define SKILLFAIL_NOT_TOOL54 -54
#define SKILLFAIL_NOT_TOOL55 -55
#define SKILLFAIL_NOT_TOOL56 -56
#define SKILLFAIL_NOT_TOOL57 -57
#define SKILLFAIL_NOT_TOOL58 -58
#define SKILLFAIL_NOT_TOOL59 -59
#define SKILLFAIL_NOT_TOOL60 -60
#define SKILLFAIL_NOT_TOOL61 -61
#define SKILLFAIL_NOT_TOOL62 -62
#define SKILLFAIL_NOT_TOOL63 -63
#define SKILLFAIL_NOT_TOOL64 -64
#define SKILLFAIL_NOT_TOOL65 -65
#define SKILLFAIL_NOT_TOOL66 -66
#define SKILLFAIL_NOT_TOOL67 -67
#define SKILLFAIL_NOT_TOOL68 -68
#define SKILLFAIL_NOT_TOOL69 -69
#define SKILLFAIL_NOT_TOOL70 -70
#define SKILLFAIL_NOT_TOOL71 -71
#define SKILLFAIL_NOT_TOOL72 -72
#define SKILLFAIL_NOT_TOOL73 -73
#define SKILLFAIL_NOT_TOOL74 -74
#define SKILLFAIL_NOT_TOOL75 -75
#define SKILLFAIL_NOT_TOOL76 -76
#define SKILLFAIL_NOT_TOOL77 -77
#define SKILLFAIL_NOT_TOOL78 -78
#define SKILLFAIL_NOT_TOOL79 -79
#define SKILLFAIL_NOT_TOOL80 -80
#define SKILLFAIL_NOT_TOOL81 -81
#define SKILLFAIL_NOT_TOOL82 -82
#define SKILLFAIL_NOT_TOOL83 -83
#define SKILLFAIL_NOT_TOOL84 -84
#define SKILLFAIL_NOT_TOOL85 -85
#define SKILLFAIL_NOT_TOOL86 -86
#define SKILLFAIL_NOT_TOOL87 -87
#define SKILLFAIL_NO_SHEAR -100
#define SKILLFAIL_NO_MEET -101
#define SKILLFAIL_NO_MINING -102 // 歹撈惑 頗塵巴撈 絕絹咯..
#define SKILLFAIL_NO_DIGGING -103 // 歹撈惑 某塵 距檬啊 絕絹咯.
#define SKILLFAIL_NO_CUTTING -104 // 歹撈惑 肋扼塵 唱公啊 絕絹咯.
#define SKILLFAIL_NO_SEED -105
#define SKILLFAIL_NOT_YET_HARVEST -106
#define SKILLFAIL_NOT_YET_SOW -107 // 頂撈 么冠竅芭唱 茄焙措俊 呈公 腹撈 繳菌嚼聰促.
#define SKILLFAIL_NO_MORE_RECLAIM -108 // 面盒灑 俺埃撈 登菌嚼聰促. 撈力 揪狙闌 繳欄擱 等促絆 積阿欽聰促.
#define SKILLFAIL_NO_FISHING -109 // 歹撈惑 拱絆扁啊 絕嚼聰促
#define SKILLFAIL_LOW_LEVEL_TO_TAMING -110 //taming且 薦 絕綽 瓷仿摹甫 蠟歷啊 啊瘤絆 樂促
#define SKILLFAIL_NO_TAMING_ALLOWED -111 //taming且 薦 絕綽 措惑
#define SKILLFAIL_TARGET_IS_NOT_NPC -112 //taming且 膠 樂綽 NPC啊 酒聰促
#define MAX_SKILL_ 150
const int MAX_IMR_FIELD_CT = 7;
typedef struct ITEMMULTIRARE
{
int iGrade;
int iAble;
int aItemNo[MAX_IMR_FIELD_CT];//0 官撈, 1 磊撈, 老膠
int aItemCt[MAX_IMR_FIELD_CT];//0 官撈, 1 磊撈, 老膠
int iAddCt;
}t_ItemMultiRare,*LPITEMMULTIRARE;
const int MAX_ITEM_MULTI_RARE= 17;//拋撈喉狼 墨款飄
extern ITEMMULTIRARE aIMR[MAX_ITEM_MULTI_RARE];
typedef struct t_skillmain
{
int NO;
char Skill_Minute[31];
int Class_Warrior;
int Class_Thief;
int Class_Archery;
int Class_Wizard;
int Class_Priest;
int Select_Farmer;
int Select_miner;
int Select_fisher;
int Select_Lumberjack;
int Select_Butcher;
int Select_Herbdigger;
int Select_herdman;
int Select_Carpenter;
int Select_Blacksmith;
int Select_Cooking ;
int Select_Tailoring ;
int Select_Bowcraft_Fletcher;
int Select_Alchemy ;
int Select_Candlemaker ;
int Select_Merchant ;
int Howto ;
int mouse_change ;
int Interface1 ;
int Interface2 ;
int Success_interface ;
int Fail_Interface ;
int Work_target_self ;
int Work_target_othercharacter ;
int Work_target_object ;
int Work_target_Item ;
int Work_target_earth ;
int Work_target_water ;
int Work_target_forest ;
int Work_target_interface ;
int Tool ;
int Object_Workshop ;
int Object_target ;
int Obj_Attribute ;
int Resource1 ;
int Resource1_quantity ;
int Resourece2 ;
int Resource2_quantity ;
int Resource3 ;
int Resource3_quantity ;
int Produce_type ;
int Produce_Fix ;
int Ability_Fix ;
int Time_judge ;
int Time_Maintain ;
int Ability_min ;
int Ability_max ;
int Plus_element ;
int Plus_type ;
int Plus_Rate ;
int Plus_min ;
int SP_demand ;
int Success ;
int effectCharobj_status ;
int Change_enermy_status ;
int Change_enermy_status2 ;
int charvisible ;
int Effectobj_status ;
int Changeobj_attribute ;
int changeobj_visible ;
int Skill2job ;
int effectChar_hide ;
int Increase_mov ;
int Increse_Life ;
int Increse_mana ;
int Increse_health ;
int Change_mor ;
int Obj_attribute1 ;
int ChangeObj_attribute1 ;
int Display_LV ;
int DisPlay_Wis ;
int Display_Int ;
int DisPlay_Life ;
int DisPlay_Health ;
int DisPlay_Damage ;
int DisPlay_AC ;
int DisPlay_inventory ;
int Display_Foot ;
int DisPlay_Item_Changeall ;
int DisPlay_royalty ;
int DisPlay_Item_Status ;
int DisPlay_name ;
int DisPlay_item_Price ;
int effect ;
int effect_wave ;
int effect_race ;
int Success_range ;
int Damage ;
int Status_self ;
int Effect1 ;
int Effect_wave1 ;
int Enemy_status ;
int Range ;
int Enermy_alram ;
int map ;
int Curser1 ;
int Curser2 ;
int Curser3 ;
int point ;
int inclusive;
int money;
int need_exp;
int MotherSkillType;
int MotherSkillExp;
int k1;
int k2;
}SkillMain;
#define SKILLGAUGE_RESTTIME 738// 巢籃矯埃.
#define SKILLGAUGE_HAVEST 737// 薦犬啦
#define SKILLGAUGE_CULTIVATE 736// 牢傍利犁硅啦
#define SKILLGAUGE_TAME 735// 煉訪檔
#define SKILLGAUGE_RECLAIM 734// 配瘤俺埃檔
#define SKILLGAUGE_SOWING 733// 頗輛啦
#define SKILLGAUGE_FISHING 739//1018 zhh //超矯甫 困茄 巴
typedef struct tagSKILLGAUGE{
short skillno;
short type;
short x, y, off;
short min, max;
short delay;
bool toggle;
struct tagSKILLGAUGE *prev, *next;
}SKILLGAUGE, *LPSKILLGAUGE;
extern void SendSkillInfo( int skillno, int x, int y, int targettype, int targetid ,const int iKey = 0, const char* TargetName = "");//030102 lsw
extern void SendSkillInfo( int skillno, int x, int y, int targettype, int targetid, POS s,const int iKey = 0, const char* TargetName = "");//030102 lsw
extern void LoadHongSkillTable( void);
extern void SkillSettingClear( void );
extern void RecvSkillInfo( t_server_skill_info *p );
extern void RecvSkillItemMakeResult( t_server_skill_itemmake_result *p );
extern void RecvSkillResultFail( t_server_skill_result_fail *p );
extern void RecvSkillResult( t_packet *p );
extern int SelectSkill( int skillno );
extern int CheckSkill( void );
extern void SendSkillMatter( MakeItem *matter );
extern void Send2NDGMMAKE(int skillno);
extern void SendCMD_FOOT_ON_TRAP_0_ITEM( int server_id );
extern void RecvCMD_FOOT_ON_TRAP_0_ITEM( t_server_foot_on_trap0 *p );
extern void SendCMD_FOOT_ON_TRAP_1_ITEM( int server_id );
extern void RecvCMD_FOOT_ON_TRAP_1_ITEM( t_server_foot_on_trap1 *p );
extern void RecvCMD_STEAL_ON_TRAP( t_server_steal_on_trap *p );
extern void RecvViewCharInfo( t_view_char_info *p );
extern void RecvViewtypeChange( t_viewtype_change *p );
extern void GameStatusOutput( int no );
extern void PutSkillUseItem_skill_use_item( int skillno );
extern void DrawSkilltile( void );
extern void DrawSkillGauge( LPSKILLGAUGE n );
extern void DeleteSkillGauge( LPSKILLGAUGE tt );
extern LPSKILLGAUGE AddSkillGauge( int skillno, int x, int y, int min );
extern void OutputSkillGauge( void );
extern void AdjustSkillMouseCursor( int *x, int *y );
extern void SendSkillGauge( int x, int y, int skillno );
extern void RecvSkillGauge( t_server_skill_gauge *p );
extern void RecvSkillResultFromOther( server_skill_result_toother *tp );
extern void CheckTime_SkillMsg( void );
extern void CircleMagic( void );
extern void RecvSkillAnimalLore( t_packet *p );
extern void RecvOutPutMessage(t_packet *p );//010118 zhh
extern void RecvSoundOut(t_packet *p );
extern int SkillNo;
extern int SkillStatus;
extern Spr *SkillIcon;
extern int SkillItemNo; // 扁賤俊 葷儈瞪 Item狼 鍋齲.
extern POS SkillItemPOS; // 扁賤俊 葷儈瞪 Item狼 困摹藹.
extern char SkillOutputMessage[ 31];
extern SkillMain SkillTable[ MAX_SKILL_];
extern LPSKILLGAUGE g_SkillGauge;
class CSkill
{
public :
int num;
char name[31];
char han_name[31];
int inclusive; // 32俺 樓府 絹固 膠懦
int series; // 4俺 樓府 備盒
char explain[255];
int money; // 硅快綽單 靛綽 厚儈
int skillable; // 硅快綽單 鞘夸茄 瓷仿摹
char targettype;
public :
void ReadSkill( int num, char *string );
void Explain(const int iX, const int iY);
void ExplainSkillWhenMapOn(int x, int y);
int CanLearnSkill( int );
};
extern CSkill skill[MAX_SKILL];
const int MAX_GM_NEED_ITEM_COUNT = 3;
typedef struct tag_gm_quest
{//021030 lsw
char name[20];
int skill;
int job_level;
int need_money;
int need_item[MAX_GM_NEED_ITEM_COUNT];
int need_quantity[MAX_GM_NEED_ITEM_COUNT];
int need_questnum1;
int need_questnum2;
}GM_QUEST;
enum eMotherSkillIndex
{
SPRITUALITY =0,
POISONING =1,
ENTRAPMENT =2,
SCROLLING =3,
CUNNING =4,
BOMBPLAY =5,
STEALING =6,
FARMING =7,
MINING =8,
FISHING =9,
CUTDOWN =10,
BUTCHERING =11,
HERBDIGGING =12,
HERDING =13,
CARPENTRY =14,
BLACKSMITHY =15,
COOKING =16,
TAILORING =17,
BOWCRAFTING =18,
ALCHEMING =19,
CANDLEMAKING =20,
REPARING =21,
REUTILIZING =22,
MUSICIANSHIP =23,
DETECT =24,
MERCHANT =25,
CAMPING =26,
TAIMING =27,
SKILL_MASTER =28,
ANIMAL_LORE =29,
ARMS_LORE =30,
EVALUATE_INTELIGENCE =31,
EVALUATE_WISDOM =32,
ANATOMY_JUDGEMENT =33,
ITEM_IDENTIFICATION =34,
TASTE_IDENTIFICATION =35,
APPRAISAL =36, // 皚瀝( 焊籍幅 )
HEALING =37,
JUMP =38,
RIDING =39
};
enum eGmQuestIndex
{
GM_QUEST_FARMER =1, // 丑何
GM_QUEST_MINDER =2, // 堡何
GM_QUEST_FISHER =3, //絹何
GM_QUEST_CUTTER =4, //唱公槽
GM_QUEST_BUTCHER =5, //檔混磊
GM_QUEST_DIGGER =6, //繳付聰
GM_QUEST_CARPENTER =7, //格薦
GM_QUEST_BLACKSMITH =8, //措厘厘撈
GM_QUEST_COOKER =9, //夸府葷
GM_QUEST_TAILOR =10, //犁竄葷
GM_QUEST_BOWCRAFT =11, //勸力累葷
GM_QUEST_ALCHEME =12, //楷陛賤葷
GM_QUEST_CANDLEMAKER =13, //檬里撈
GM_QUEST_MERCHANT =14, //惑牢
GM_QUEST_BLACKSMITH_MASTER =15, //措厘厘撈 扁己
GM_QUEST_CARPENTER_MASTER =16, //格薦 扁己
GM_QUEST_BOWCRAFT_MASTER =17, //勸力累葷 扁己
GM_QUEST_TAILOR_MASTER =18, //犁竄葷 扁己
};
const int MAX_GM_MAIN =20;
#define MAX_JOB_OF_SKILL 20
extern GM_QUEST g_GmMain[MAX_GM_MAIN];
extern int GM_temp_list[MAX_JOB_OF_SKILL]; // 弊罰靛 付膠磐俊 殿廢且薦 樂綽 膠懦格廢
extern int GM_temp_list_count;
extern MULTIRARESRC g_MultiRareSrc;
extern void SetGMskill();
extern void LoadGMQuest( void );
extern void DisplayGmRegistRequest(const int iGmQuestIndex, const int iMainX, const int iMainY);
extern bool IsMerchant();
extern int IsAllGM();//1瞞 2瞞 棵 瘤駿?
extern int LoadItemTableData();
extern void ItemRead();
#endif // !defined(AFX_CRACKMGR_H__916F254F_DB1F_4269_BC2B_36BC59E48BC9__INCLUDED_)
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