?? char.h
字號(hào):
/*
*/
#ifndef __CHAR_H__
#define __CHAR_H__
#include "dragon.h"
#define ANIMATION_TYPE_WOMAN 0 // 0
#define ANIMATION_TYPE_MAN 1 // 1
#define ANIMATION_TYPE_MON1 2 // 16
#define ANIMATION_TYPE_MON2 2
#define ANIMATION_TYPE_MON3 2
#define ANIMATION_TYPE_TEST 100 // 1
enum ATTR_TYPE
{ //< CSD-031027
AT_NORMAL = 0,
AT_FIRE = 1,
AT_ICE = 2,
AT_LIGHTING = 3,
AT_UNDEAD = 4,
AT_PIERCING = 5,
AT_ANTIMAGIC = 6,
AT_BOSS = 7,
AT_SUMMON = 8,
AT_TAMING = 9,
AT_SEMIBOSS = 10
}; //> CSD-031027
//feel type
#define FT_BAD_ 10
struct NPC_INFO
{ //< CSD-030419
char szName[40];
}; //> CSD-030419
///////////////////////////////////////////////////////////////////////////////
extern int IsNK( LPCHARACTER ch );
extern int IsNK( LPCHARACTER ch, int nation );
extern int IsNK( LPCHARACTER ch, char *nation );
extern inline bool IsEnemyNation(int anation, int bnation); // CSD-040107
extern void LoadChatImage();//010928 lsw
//011008 lsw >
extern bool LoadItemSokSungTable();
extern bool LoadItemSokSungKindTable();
extern bool LoadItemSokSungGradeTable();
//011008 lsw <
#ifdef __cplusplus
extern "C"
{
#endif
extern BOOL BuildCharacterList( LPCHARACTERLIST lpCharacterList );
extern void DestroyCharacterList( LPCHARACTERLIST lpCharacterList );
extern void DestroyCharacterListExceptHero( void );
extern void DisplayPC( LPCHARACTER lpCharacter, int tag );
extern BOOL AddCharacter( LPCHARACTERLIST lpCharacterList, LPCHARACTER lpCharacter, LPGPCHARINFO lpgpCharInfo );
extern void DeleteCharacter( LPCHARACTERLIST lpCharacterList, LPCHARACTER lpCharacter );
extern LPCHARACTER FindCharacter( LPCHARACTERLIST lpCharacterList, DWORD dwID );
extern void SetCharacterPosition( LPCHARACTER lpCharacter, POINT position );
extern LPPOINT GetCharacterPosition( LPCHARACTER lpCharacter );
extern BOOL ChangeDirection( DIRECTION* lpDirection, int sx, int sy, int dx, int dy );
extern BOOL ChangeDirection16( DIRECTION* direction, int sx, int sy, int dx, int dy );
extern void h_DisplayPC( LPCHARACTER lpCharacter, int shadow );
extern void h_DisplayPC2( LPCHARACTER lpCharacter );
extern void h_DisplayNPC( LPCHARACTER lpCharacter, int shadow );
extern void h_DisplayPC_Temp( LPCHARACTER lpCharacter );
extern void AnimationTypeWomanCheck( LPCHARACTER lpCharacter );
extern void AnimationTypeWomanFrameCount( LPCHARACTER lpCharacter );
extern void AnimationType_Mon1_Check( LPCHARACTER lpCharacter );
extern void AnimationType_Mon1_FrameCount( LPCHARACTER lpCharacter );
extern void AnimationTypeTestCheck( LPCHARACTER lpCharacter );
extern void AnimationTypeTestFrameCount( LPCHARACTER lpCharacter );
extern int CharDoAni( LPCHARACTER lpChar, DIRECTION dir, int anino );
extern int CharDoAni_Moving( LPCHARACTER ch, int movetype );
extern void LoadAttackRangeTable( int sprno );
extern int IsTooNearCharacter( int x, int y, LPCHARACTER lpCharacter );
extern int IsAttackRange( int *minrange, int *maxrange, LPCHARACTER lpCharacter, int ex, int ey );
extern int ReturnXYNearPosition( int *x, int *y, int *dx, int *dy, int range, LPCHARACTER lpherocharacter, int tox, int toy );
extern int ReturnXYNearNPC( int *x, int *y, int *dx, int *dy, int range, LPCHARACTER lpherocharacter, LPCHARACTER lpmonstercharacter );
extern int ReturnAccesablePosition( LPCHARACTER ch, int sx, int sy, int ex, int ey, int range, int *dx, int *dy );
extern int AttackAction( LPCHARACTER lpCharacter );
extern int AttackedAction( LPCHARACTER ch );
extern int DieAction( LPCHARACTER ch );
extern void SettingBasicActionSub( LPCHARACTER ch );
extern void SettingBasicAction( int peacests );
extern void SendModifyPosition( LPCHARACTER ch );
extern void RecvModifyPosition( t_server_modify_position *p );
extern void RecvModifyPositionAbsolute( t_server_modify_position_absolute *p );
//================================================
extern void RecvAcceptJoin( t_server_accept_join *p );
extern void CheckHpUpDown( void );
extern void InitHpUpDown(void );
extern void InputHpUpDown( int id, int hp, int attackedresult );
void RecvMantleCandle( t_mantle_candle *tp );
void RecvCandleOn( t_candle_on *tp);
void RecvCandleOff( t_candle_off *tp);
char* GetNpcName(int nSprNo); // CSD-030419
int GetNpcSprNo(CHARACTER* pNpc); // CSD-030419
bool IsExistNpcSprNo(int nSprNo); // CSD-030419
int GetCharAccessory(CHARACTER* pTarget); // CSD-030723
extern BYTE SpriteOrder[4][8][75];
extern int AttackRangeTable[2][CHARACTER_ACCESSORY_MAX_][10];
#ifdef __cplusplus
}
#endif
#endif // __CHAR_H__
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