?? effect.h
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#ifndef __EFFECT_H__
#define __EFFECT_H__
#include "ddraw.h"
//#include "hong_sprite.h"
#define CHECKSUM_ERROR_EFFECTTABLE 20001 //撈棋飄 拋撈喉 肺爹 俊礬
#define CHECKSUM_ERROR_MAGICTABLE 20002 //概流 拋撈喉 肺爹 俊礬
#define CHECKSUM_ERROR_CONDITIONTABLE 20003 //牧叼記 拋撈喉 肺爹 俊礬
#define CHECKSUM_ERROR_MOVEPATTERN 20004 //NPC狼 撈悼菩畔 拋撈喉 肺爹 俊礬
#define CHECKSUM_ERROR_ANIMATIONDATA 20005
#define CHECKSUM_ERROR_ATTACKRANGE 20006
#define CHECKSUM_ERROR_ACCELATOR_USER 20007//010605 lms
#define MANDEAD1 66
#define MANDEAD2 67
#define MANDEAD3 68
#define MONSTERDEAD 69
#define SLIMEDEAD 70
#define ANTDEAD 71
#define MAX_EFFECT_COUNT 700 //彌措 膠橇扼撈飄 輛幅 骯薦
#define MAX_EFFECT_FRAME 100 //竄老 膠橇扼撈飄狼 彌措 橇飯烙薦
#define BLOOD_EFFECT 0
#define METAL_EFFECT 1
#define MAX_NPC 100 //彌措 NPC薦
//////////////////// 0126 lkh ////////////////////////
#define HOUR_SPRITE 235
#define MINUTE_SPRITE 236
#define CLOCK_X 8800 //8768 //8869
#define CLOCK_Y 3260
#define CLOCK_HEIGHT (155 + (3260 - 3180) )
// 付過&瓤苞 絆蠟 鍋齲 瀝狼
#define EFFECT_TRAP_EXPOSE1 125 //122 //283
#define EFFECT_TRAP_EXPOSE2 126 //123 //284
#define EFFECT_TRAP_EXPOSE3 127 //124 //285
enum EFFECT_TYPE
{ //< CSD-TW-030606
STRAIGHT_FORWARD = 1, // 拳堪焙苞 鞍籃 輯樂綽 規氫欄肺 瓤苞焙 慣葷
PROTECT_WALL = 2, // 瞞竄寒(拳堪寒/倔瀾寒)
CHANGE_COLOE = 3, // 某腐狼 禍 函屈(RGBBLEND)
FIX_EFFECT = 4, // 漂瀝 困摹俊 絆瀝 瓤苞 免仿
CIRCLE_FORWARD = 5, // 盔屈 傍拜 菩畔(瘤苛狼閡/疇官/盔屈倔瀾寒)
CIRCLE_RING = 6, // 薦齲己(2俺狼 鷗盔絆府 撈悼菩畔)
SHOOT_16 = 7, // 16規氫 流葷藕(固距茄 蠟檔俺充)
SHOOT_8 = 8, // 8規氫 流葷藕
ROUND_FIRE = 9, // 規氫 戎倒撈 拳堪備
STORM = 10, // 漂瀝瘤痢俊輯 促弗 漂瀝瘤痢欄肺 臭撈藹 啊瘤絆 凍絹嚨(蠟己)
CASTING_COMBAT = 11, // 傈捧膠懦 矯傈
POINT_TO_POINT = 12, // 漂瀝瘤痢俊輯 促弗 漂瀝瘤痢欄肺 竄鑒 撈悼
RAINY_OBJECT = 14, // 汗薦俺狼 促薦 瓤苞 凍絹瘤綽 瓤苞
MOVE_WALL = 15, // 撈悼 厘寒 傍拜(撈悼拳堪寒/撈悼倔瀾寒)
CASTING_MAGIC = 16, // 某膠潑 付過
CASTING_MAINTAIN = 17, // 某膠潑 蠟瘤 付過
FISH_JUMP = 18, // 拱絆扁 屁敗坷福扁
HOMING = 19, // 蠟檔藕
SKILL_RESULT = 20, // 扁賤 己傍 咯何
NOVA = 21, // Nova 菩畔
TRACE = 22, // 儡惑傍拜瓤苞
PARTICLE = 23, // 累籃 喊蝴甸撈 公府瘤絹 嘛灑綽 菩畔
TYPE4_LIKE = 24, // 4鍋 鷗澇苞 厚攪唱唱 hp <= 0 撈絹檔 免仿等促.
LOCAL_CLASH = 25 // 瘤開 面倒
}; //> CSD-TW-030606
#define DAY_ 0
#define NIGHT_ 1
#define HIT_FAILED 0
#define HIT_AND_DEAD 1
#define HIT_AND_NOTDEAD 2
#define HIT_AND_ALIVE 3
#define HIT_GHOSTRESURRECTION 4
#define HIT_SUMMONING 5
///////////////////////////////////////////////////////////////////////////////
//
class CEffectTbl
{
public:
CEffectTbl()
{
effect_Num = 0;
pattern_Num = 0;
sprite_Num = 0;
static_Effect = false;
sound_Num = 0;
sound_Volume = 0;
sound_loop = 0;
next_Effect = 0;
link_Frame = 0;
trans_Type = 0;
trans_Level = 0;
sort_Type = 0;
spr_Speed = 0;
spr_Height = 0;
object_Num = 0;
fallow = false;
light = 0;
end_Time = 0;
impect_Effect_Num = 0;
send_result = false;
}
public:
//020808 YGI ---------------------------
int Check() const
{
int value;
char *pValue = (char *)&value;
pValue[0] = Check1()+Check3();
pValue[1] = Check2()+Check4();
pValue[2] = 0;
pValue[3] = 0;
return (short int)value;
}
char Check1() const
{
return (char)(effect_Num+end_Time);
}
char Check2() const
{
return (char)(sort_Type+next_Effect+sort_Type+object_Num);
}
char Check3() const
{
return (char)(spr_Speed + spr_Height + object_Num);
}
char Check4() const
{
return (char)(pattern_Num + sprite_Num + link_Frame);
}
public:
short int end_Time; //輛豐鱉瘤狼 醚 橇飯烙薦
short int light; //堡盔瓤苞 持闌鱉?(0->持瘤 臼瀾/100磊府薦摹->0撈擱 瀝惑利 免仿/1撈擱 臭撈藹 歹秦輯 免仿(1~20 葷撈狼 堡盔 竄拌)
short int sound_Volume; //撈棋飄客 楷搬等 葷款靛狼 杭俘飯駭
char static_Effect; //膠橇扼撈飄狼 膠鷗平 咯何
short int sprite_Num; //膠橇扼撈飄狼 絆蠟 鍋齲
short int pattern_Num; //菩畔(竊薦)狼 鍋齲
char send_result; //瓤苞啊 輯滾俊 搬苞甫 夸沒竅綽瘤 咯何
short int spr_Height; //撈蒲飄狼 臭撈
short int sound_Num; //撈棋飄客 楷搬瞪 葷款靛狼 絆蠟鍋齲
short int spr_Speed; //撈蒲飄狼 撈悼摹
short int impect_Effect_Num; //鷗拜矯 楷搬登綽 撈蒲飄狼 鍋齲
short int sort_Type; //拳擱 sorting 規過(9(9+0)->老館利 家潑/10(9+1)->公煉扒 彌惑/11(9+2)->公煉扒 彌竅/12(9+3)->俊聰皋撈記 拳老 曼煉竅咯 啊函家潑/13(9+4)->矯傈磊 菊第俊 2厘狼 膠橇扼撈飄 嘛瀾)
short int trans_Level; //飄坊膠 瀝檔
short int effect_Num; //撈蒲飄狼 絆蠟(老訪) 鍋齲
short int object_Num; //撈蒲飄 家膠狼 悼矯免仿 骯薦
short int link_Frame; //促瀾 撈棋飄啊 矯累瞪 橇飯烙
char fallow; //牢拱闌 蝶扼哎瘤->1/富瘤->0
short int next_Effect; //促瀾 撈棋飄 鍋齲
short int sound_loop; //葷款靛 免仿 冉薦
short int trans_Type; //飄坊膠 規過
};
extern TFileMgr<CEffectTbl, MAX_EFFECT_COUNT> g_lpET;
//
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//
class CEffectTbl2
{
public:
int Check() const
{
int value = 0;
for( int i=0; i<30; i++ )
value += sprite_Name[i];
return value;
}
public:
char sprite_Name[30];
};
extern TFileMgr<CEffectTbl2, MAX_EFFECT_COUNT> g_lpET2; //020808 YGI
//
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//
class CMagicTbl
{
public:
CMagicTbl()
{
order_Type = 0;
serial_Num = 0;
basic_Level = 0;
WS = 0;
before_Magic = 0;
basic_Magery = 0;
cast_Time = 0;
cast_Continue = 0;
continue_Time = 0;
avail_Type = 0;
avail_Range = 0;
exhaust_MP = 0;
exhaust_WS = 0;
require_WP = 0;
require_IT = 0;
point_WS = 0;
invalid_TargetIT = 0;
spell_Type = 0;
appoint_Type = 0;
excute_Type = 0;
magic_Type = 0;
Price = 0;
Exp = 0;
Learnable = 0;
nSummonMax = 0;
nCombatCount = 0;
nResist = 0;
nRiseFall = 0;
nDualStep = 0; // 030415 kyo
}
public:
int Check() const
{
return serial_Num + basic_Level + cast_Time + cast_Continue +
continue_Time + avail_Range + excute_Type + appoint_Type +
avail_Type + spell_Type + magic_Type + nCombatCount;
}
public:
int order_Type; // 拌凱(1->積/2->葷/3->老館/4->拳堪/5->倔瀾/6->傈拜/7->家券/8->矯傍/9->腳己/10->瀝悼/11->瀝充/12->漂薦)
int serial_Num; // 絆蠟鍋齲(1~)
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