?? effect.h
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char sprite_Name[30]; //膠橇扼撈飄狼 撈撫
int sound_Num; //撈棋飄客 楷搬瞪 葷款靛狼 絆蠟鍋齲
int sound_Volume; //撈棋飄客 楷搬等 葷款靛狼 杭俘飯駭
// 1000竄困 撈惑 箭磊->館汗冉薦(竄 99老 版快 輛豐矯鱉瘤) / 100竄困鱉瘤 角力 葷款靛 鍋齲
int sound_loop; //葷款靛 免仿 冉薦
int next_Effect; //促瀾 撈棋飄 鍋齲
int link_Frame; //促瀾 撈棋飄啊 矯累瞪 橇飯烙
int trans_Type; //飄坊膠 規過
int trans_Level; //飄坊膠 瀝檔
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)
int spr_Speed; //撈蒲飄狼 撈悼摹
int spr_Height; //撈蒲飄狼 臭撈
// int body_Part; //矯傈磊狼 個 6何盒俊 措茄 勸己瀝狼 藹
int object_Num; //撈蒲飄 家膠狼 悼矯免仿 骯薦
int fallow; //牢拱闌 蝶扼哎瘤->1/富瘤->0
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)
int end_Time; //輛豐鱉瘤狼 醚 橇飯烙薦
int impect_Effect_Num; //鷗拜矯 楷搬登綽 撈蒲飄狼 鍋齲
BOOL send_result; //瓤苞啊 輯滾俊 搬苞甫 夸沒竅綽瘤 咯何
} EFFECT_TABLE;
typedef struct tagEFFSPRITE
{
short Count; // 膠橇扼撈飄狼 骯薦
Spr EffSpr[MAX_EFFECT_FRAME]; // 膠橇扼撈飄狼 Data
} EFFSPRITE;
typedef struct tagMovePattern
{
int pattern[3];
} MovePattern;
typedef struct tagBATTLERESULTSAVE
{
int Result;
char caster_Name[MAX_PATH];
int Level;
BOOL MagicType;
int Damage;
int Change_MP;
char target_Name[MAX_PATH];
int target_Statue;
} BATTLERESULTSAVE;
///////////////////////// SoundUp lkh 眠啊 ////////////////////////
extern BGESOUND g_BGES[MAX_MAP_];
//extern bool ready_Magic; ///////傈開函薦-> 付過 葷儈且 霖厚 凳闌 舅府綽 敲飯弊 ///////
extern int g_SkillNum;
extern EFFSPRITE Effspr[MAX_EFFECT_COUNT];
//extern EFFECTLIST EffList[MAX_EFFECT_COUNT];
extern int effSpr_Count[MAX_EFFECT_COUNT];
extern int g_Condition_Table[8][8];
extern DWORD g_LoadSpriteTime[MAX_EFFECT_COUNT];
extern DWORD g_FireTime;
//extern BATTLERESULTSAVE BattleResultSave;
///////////////////////// 0816 lkh 眠啊 /////////////////////////////
extern void SendHexaEditing(short int type, short int id);
//////////////////////////////// SoundUp lkh 眠啊 ///////////////////////////////
extern void StopBGE(void); //BGE 家府 摻扁
extern int ReturnRoonWord(LPCHARACTER caster, int magic_Num); //矯悼 烽絹(罰待免仿-巢咯備盒絕促)
extern int ReturnCastingWord(LPCHARACTER caster, int magic_Num); //矯悼絹casting(900->付過葷巢磊/901->付過葷咯磊/902->己流磊巢磊/903->己流磊咯磊)
extern int ReturnStartingWord(LPCHARACTER caster, int magic_Num); //矯傈絹starting(904->付過葷1拌凱矯傈絹巢......)
//////////////////////////////// SoundUp lkh 眠啊 ///////////////////////////////
extern BOOL LoadBGESoundTable(void);
extern void BackEffectSound2(int);
/////////////////////// 0625 lkh 眠啊 ////////////////////////////
extern void ReturnDazeMove(int& dest_x, int& dest_y);
//////////////////////////////// 撈痹繞 1228 //////////////////////////////////////////////
extern void BackEffectSound(int MapNumber); //罰待 瓤苞瀾 葷款靛 楷免 竊薦
extern BOOL CheckCrackRange(LPCHARACTER lpChar); //老瀝 瘤開郴俊 利撈 樂綽 版快 盲農
extern void ConditionSet(LPCHARACTER ch, BYTE condition, DWORD Time=0); //惑怕傈撈 搬瀝竊薦
extern void LoadConditionTable(void);
extern BOOL NPC_MovePattern(LPCHARACTER ch); //NPC狼 瘤瓷俊 蝶弗 瞞喊拳等 撈悼菩畔 貿府
extern void RecvCMD_SERVER_MAGICTRAP_EXPOSE( t_server_magictrap_expose *p );
extern void RecvCMD_SERVER_MAGICAL_DETECT( t_server_magical_detect *p);
extern void SendCMD_CHARACTER_DEMAND( int command_type, int target_id);
extern void RecvCMD_ARIGEMENT_RESPONSE(t_server_arigement_response *p );
// 010620 YGI
extern void RecvCMD_CHARACTER_CONDITION(t_server_character_condition *p, int type = 0);
extern void RecvCMD_SERVER_MAGICVIEWTYPE( t_server_magicviewtype *p);
extern void RecvCMD_SERVER_MAGICCOMMAND(t_server_magic_command *p);
extern void RecvCMD_MAGIC_POSITION( t_server_magic_position *p);
extern void EndCastMagic(LPCHARACTER scr/*MAGICLIST* lpML*/); //某膠潑矯累 棺 蠟瘤 瓤苞甫 輛豐竅絆 乞惑怕肺 傈撈
extern void CheckDoingAppointMagic( void ); //備葷且妨絆茄 付過撈 眉農 鷗澇撈 公菌牢瘤(GameProc.cpp 葷儈)
extern void CheckEffectSpriteFree( void );
extern int CallbackCharacterData(int char_ID, DWORD index/* #define登絹 樂綽 輯滾率 某腐磐 瀝焊 牢鄲膠(瀝薦) */);
extern MAGICLIST* SkillResult(MAGICLIST* lpML); //扁賤瓤苞(己傍/角菩)
////////////////////// 0529 lkh 薦瀝(付瘤阜 牢磊:厚八狼 惑磊楷葷滾弊甫 阜扁困茄 敲貳弊) ////////////////////////
//慣葷等 按眉狼 版肺惑 厘局拱撈 樂綽 咯何 眉農(鷗老竄困) : 牢磊->鷗老 矯累痢 x,y & 鷗老場痢 x,y & 版肺惑狼 促弗 利 蠟公 犬牢 風憑眉農 咯何
extern BOOL TileLineCheck(int sx, int sy, int ex, int ey, BOOL check_ShootItem=0);
extern void InsertLightOut(int x, int y, int light, int terminateFrame, int color=0); //家戈秦 啊綽 堡盔闌 眠啊竅綽 竊薦(color->0:white)
extern MAGICLIST* CastingMagic(MAGICLIST* magic_List); // CSD-TW-030606 : 付過 矯傈 瓤苞 免仿
extern MAGICLIST* CastingCombat(MAGICLIST* magic_List); // CSD-TW-030606 : 傈捧膠懦 矯傈 瓤苞 免仿
extern MAGICLIST* CastingContinueMagic(MAGICLIST* lpML); //某膠潑 蠟瘤 (慣葷措扁) 瓤苞 免仿 竊薦
extern void ResetCharacter(LPCHARACTER lpChar);
extern void ResetEffect(LPCHARACTER lpChar);
extern bool DoingImpectEffect(int magic_Num, LPCHARACTER scr, LPCHARACTER dcr, int damage); //輯滾俊 狼秦 朝扼柯 鷗拜貿府俊 措茄 免仿 竊薦
extern bool TimeCheck(DWORD end_Time); //矯埃闌 眉農竅綽 竊薦
extern bool ReadyMagic(LPCHARACTER lpRead_Char, int trans_Type=2, int trans_Level=20); //某膠潑撈 場唱絆 付過慣葷 霖厚 肯豐等 牢拱 貿府
extern BOOL LoadEffectSprite( int sprite_Num, char* sprite_Name); //館靛矯 膠橇扼撈飄狼 鍋齲客 撈撫籃 老摹竅咯具 竊;
extern BOOL LoadEffectAnimation(int animate_Num, char* animate_Name);
extern bool LoadEffectSpriteDivFile(const int nSprite_Num); // 030821 kyo
extern void FreeEffectSprite( int sprite_Num );
void RenameSoundFile(void); //葷款靛 府膠飄 棺 單撈磐 拳老疙闌 康鞏欄肺
void RenameEffectFile(void); //茄臂疙莫牢 拳老闌 rename竅扁 困茄 函薦
///////////////// 0810 lkh 眠啊 /////////////////
void OrderSoundFile(void);
extern bool LoadEffect(void);
extern bool LoadMagicTable(void);
extern bool LoadMagicTable2(void);
extern BOOL InitEffect();
extern void InitList(void);
extern void DestoryList(void);
extern void DeleteOwnerPoint(LPCHARACTER ch);
extern void EffectProc(void);
extern BOOL PutDeadEffectBottom(LPCHARACTER ch); //Effspr[66]
extern int DistanceTile(int srcX, int srcY, int dstX, int dstY);
extern void InsertMagicList(MAGICLIST **Head, MAGICLIST *TempList);
extern void InsertList(USEEFFECTLIST **Head, USEEFFECTLIST *TempList);
extern USEEFFECTLIST *FindList(USEEFFECTLIST *Head, int EffectNum);
extern void DeleteList(USEEFFECTLIST **Head, USEEFFECTLIST *TempList);
extern void DeleteAllList(USEEFFECTLIST **Head);
extern MAGICLIST *FindList(MAGICLIST *Head, int EffectNum);
extern void DeleteList(MAGICLIST **Head, MAGICLIST *TempList);
extern void DeleteAllList(MAGICLIST **Head);
extern void DrawClock();
// 汗薦 瘤開 付過牢 版快 面倒茄 利闌 府畔竅綽 竊薦
extern LPCHARACTER ReturnMagicCheckedCharacter(int range_Check, MAGICLIST* lpML, int x, int y, int z, int xl, int yl, int my_Check=0, int air_Surface=0, BOOL curve=0);
extern int EffectOutput(int x, int y, Spr* sp, int type, int alpha=0, int height=0, int sort_Type=9, DWORD rgb=0x00);
/////////////////////// 0126 lkh /////////////////////////////
extern int ClockOutPut(int x, int y, Spr* sp); //諒釬 -> 例措諒釬
extern bool RandomAttackEffect(int Effect_Type, LPCHARACTER ch, LPCHARACTER tchar);
extern bool RandomThrowEffect(int nKind, LPCHARACTER ch, LPCHARACTER tchar);
extern bool RbuttonContinue( int magic_Num, LPCHARACTER scr=Hero, LPCHARACTER dcr=Hero, int x=0, int y=0); //付快膠 坷弗率 滾瓢闌 拌加 穿福絆 樂綽 版快 角青登綽 付過
// 付過 府膠飄俊 瓤苞 付過 殿廢 (牢磊:撈棋飄狼 絆蠟鍋齲/吝痢諒釬 X,Y/矯傈磊 撈固瘤 函拳矯虐綽 付過俊輯 葷儈->(1~6 葷撈狼 箭磊肺 6磊府鱉瘤)
extern void InsertMagic(LPCHARACTER lpChar_Own, LPCHARACTER lpChar_Target, int magicNum, int magicSubNum, int s_X, int s_Y, int t_X, int t_Y, bool firePattern=0, int next_Effect=0, bool failed=0, DWORD dwDuration = 0);
// 撈棋飄 府膠飄俊 付過 府膠飄 殿廢 (牢磊:撈棋飄狼 絆蠟鍋齲/葛記 墨款飄(積己/吝埃/輛富)/膠喬靛/規氫/Trans規過/捧疙檔/付瘤阜 橇飯烙
extern void InsertEffect(MAGICLIST *Temp, int start_Frame=0, int nOffX = 0, int nOffY = 0);
// 角力 瓤苞1(瓤苞 膠橇扼撈飄)甫 拳擱俊 焊咯淋 (牢磊:Trnas 規過/捧疙檔/付瘤阜 橇飯烙)
extern void DrawEffect(USEEFFECTLIST *Temp, MAGICLIST* magic_List, int light=0, bool target=0);
// 角力 瓤苞2(矯傈磊 撈固瘤 禍函拳-Trans)甫 拳擱俊 焊咯淋(牢磊:Trans 規過/禍函屈矯虐絆磊竅綽 腳眉 何困(1~6))
extern void DrawEffect1(USEEFFECTLIST *Temp, MAGICLIST* magic_List, int share=0, bool target=0);
// 角力 瓤苞3(矯傈磊 撈固瘤 禍函拳-RGB_Blend)甫 拳擱俊 焊咯淋(牢磊:禍函屈矯虐絆磊竅綽 腳眉 何困(1~6), 利儈矯虐絆磊竅綽 RGB藹)
extern bool DrawEffect2(USEEFFECTLIST *Temp, MAGICLIST* magic_List, int share, DWORD rgb, bool target=0);
// 角力 瓤苞免仿(矯傈磊狼 儡惑闌 免仿)-撈棋飄 膠橇扼撈飄甫 肺爹竅瘤 臼絆 盔 撈固瘤 函屈竅綽 版快
extern void DrawEffect3(USEEFFECTLIST *Temp, MAGICLIST* lpML, bool target);
// 輯樂綽 規氫欄肺 拳堪扁悼(1) 脾絹棵扼坷哥 慣葷 菩畔(牢磊: 瓤苞絆蠟鍋齲/葛記逞滾/膠喬靛/規氫/Trans規過/捧疙檔/付瘤阜 橇飯烙)
extern MAGICLIST* SampleMagic1(MAGICLIST *magic_List);//, int Num, int motion_Num, int max_Object, int speed, int height, int type, int level, int end_Frame=-1);
// 努府茄 鎊欄肺 拳堪扁嫡(2) 脾絹棵扼坷哥 慣葷 菩畔
extern MAGICLIST* SampleMagic1_1(MAGICLIST *magic_List);
// 8規氫 規葷瓤苞 付過 慣葷 菩畔(牢磊:瓤苞絆蠟鍋齲/葛記逞滾/膠喬靛/Trans規過/捧疙檔/付瘤阜 橇飯烙)
extern MAGICLIST* SampleMagic2(MAGICLIST *magic_List, int Num, int motion_Num, int speed, int height, int type, int level, int end_Frame=-1);
// 矯傈磊狼 撈固瘤 禍闌 函屈矯虐綽 付過 菩畔(牢磊:瓤苞 絆蠟鍋齲/函屈矯虐絆磊竅綽 腳眉何困(1~6肺 6磊府))
extern MAGICLIST* SampleMagic3(MAGICLIST *magic_List);//, int Num, int share_Num, int looping=0);
// 漂瀝 瓤苞 漂瀝 困摹俊 嘛絹林扁
extern MAGICLIST* SampleMagic4(MAGICLIST* magic_List);
// 閡狼 寒 積己
extern MAGICLIST* SampleMagic5(MAGICLIST* magic_List);//, int Num, int motion_Num, int speed, int height, int way, int type, int level, int end_Frame=-1);
// 2 cercle ring
extern MAGICLIST* SampleMagic6(MAGICLIST* magic_List);//, int Num, int motion_Num, int speed, int height, int type, int level, int end_Frame=-1); //膠橇扼撈飄狼 絆蠟鍋齲
// 矯傈磊 困摹俊輯 瀝犬茄 諒釬/加檔肺 撈悼竅綽 拳混 菩畔(牢磊: 瓤苞絆蠟鍋齲/林牢傍狼 慣葷矯 規氫/葛記逞滾/膠喬靛/臭撈/Trans規過/捧疙檔)
extern MAGICLIST* FireArrow(MAGICLIST *magic_List); //, int Num, int motion_Num, int speed, int height, int type, int level);
// 慣葷規氫/加檔肺 (汗薦/1俺) 朝酒啊綽 付過
extern MAGICLIST* SampleMagic8(MAGICLIST *magic_List);
// 8 way 拳堪扁嫡
extern MAGICLIST* SampleMagic9(MAGICLIST* magic_List);//, int Num, int motion_Num, int speed, int height, int type, int level, int end_Frame=-1);
// 蠟己藕
extern MAGICLIST* SampleMagic10(MAGICLIST *magic_List);//, int Num, int motion_Num, int speed, int height, int type, int level, int end_Frame=-1);
// 倔瀾 付過
extern MAGICLIST* SampleMagic11(MAGICLIST* magic_List, int Num, int motion_Num, int max_Object, int speed, int height, int type, int level, int end_Frame); //膠橇扼撈飄狼 絆蠟鍋齲
// 2 circle wing
extern MAGICLIST* SampleMagic12(MAGICLIST* magic_List);
// 瘤開 面倒 付過
extern MAGICLIST* SampleMagic25(MAGICLIST *magic_List);
// 矯傈磊 寇何俊輯 矯傈磊俊霸肺 瓤苞家膠 撈悼(1俺)
extern MAGICLIST* OutToCharacter(MAGICLIST* magic_List);
// 漂瀝瘤開俊輯 汗薦俺狼 家膠 郴覆
extern MAGICLIST* RainyObject(MAGICLIST* magic_List);
// 林牢傍 輯樂綽 規氫欄肺 閡狼厘寒(Wave-框流撈綽) 慣葷
extern MAGICLIST* Firewall1(MAGICLIST* magic_List);
// Skill_FishJump -> 拱絆扁 薦擱困肺 痢橇竅咯 凍絹瘤綽 瓤苞
extern MAGICLIST* FishJump(MAGICLIST* magic_List);
// 蠟檔固葷老
extern MAGICLIST* Homing(MAGICLIST* lpML);
// 瞞竄寒 瓤苞 付過
extern MAGICLIST* WallCreate(MAGICLIST* lpML);
// Nova 瓤苞 付過
extern MAGICLIST* Nova(MAGICLIST* lpML);
//某腐磐 棺 酒撈袍狼 儡惑/撈固瘤狼 儡惑 付過
extern MAGICLIST* Trace(MAGICLIST* lpML);
//漂瀝 困摹俊 老瀝 菩畔欄肺 框流撈綽 蝴 煉阿甸(1:酒貳肺 凍絹瘤綽/2:矯拌規氫欄肺 盔款悼/3:林函欄肺 欺廉 唱啊綽)
extern MAGICLIST* RadiantStar(MAGICLIST* lpML);
// SampleMagic4客 鞍欄唱 hp <= 0 撈絹檔 角青等促.
extern MAGICLIST* SampleMagic_Type4_Like(MAGICLIST* lpML);
extern void Log_BattleSave( char* filename, bool attack_Type, BATTLERESULTSAVE BR_Save);
extern void TransAfToAb();
MAGICLIST* FindList(MAGICLIST *Head, int MagicNum, int idTarget);
bool IsApplyPK(int nMagic);
bool IsHarmfulMagic(int nMagic);
bool IsPointAttackMagic(int nMagic);
int GetRiseFall(int nX1, int nY1, int nX2, int nY2);
bool IsCollision(int nMagic, int nX1, int nY1, int nX2, int nY2);
bool IsFuntionItemEffect(int nEffect); // CSD-030422
#endif // __EFFECT_H__
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