506 lines
16 KiB
C
506 lines
16 KiB
C
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#ifndef _VG410_H_
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#define _VG410_H_
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#include "windows.h"
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#include "../systeminc/action.h"
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typedef unsigned char Uint8 ; /* ????????<3F>? */
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typedef signed char Sint8 ; /* ????????<3F>? */
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typedef unsigned short Uint16 ; /* ????????<3F>? */
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typedef signed short Sint16 ; /* ????????<3F>? */
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typedef unsigned long Uint32 ; /* ????????<3F>? */
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typedef signed long Sint32 ; /* ????????<3F>? */
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typedef float Float32 ; /* ????<3F>? */
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typedef double Float64 ; /* ????<3F>? */
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/*---------- ???????????? ----------*/
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#define ATR_MAX 256
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typedef void (*FUNC)(Uint16);
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typedef void (*FUNC2)();
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typedef struct{
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Uint8 vct_no;
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Uint8 stimer;
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ACTION *body_work[20];
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Uint8 body_cnt;
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int damage;
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Uint8 hit_stop;
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Uint8 hit_timing;
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Uint8 group_flg;
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int attack_kind[20];
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int attack_pow[20];
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Uint8 combo;
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Uint8 kaishin;
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int life;
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ACTION *counter;
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Uint8 counter_flg;
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ACTION *jujutsu_work;
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ACTION *magicstatus_work;
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ACTION *attrib_work;
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Uint8 guard_flg;
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Uint8 damage_ang;
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Uint8 first_flg;
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Uint8 place_no;
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Uint8 pet_ok;
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Uint8 ako_flg;
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Uint8 crs_old;
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Uint8 sync_flg;
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int int_work0;
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int int_work1;
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int int_work2;
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int int_work3;
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int long_work[20];
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// Robin 0729
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int attack_pet_kind[20];
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int attack_pet_pow[20];
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int pet_damage;
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int int_workp;
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int onRide;
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//andy_mp
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int mpdamage;
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int addhp;
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int mpflg;
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int addhpflg;
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int showaddhp;
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int graNo;
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#ifdef __NEW_BATTLE_EFFECT
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int effect_flg;
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int effect_anim;
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int effect_param;
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#endif
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#ifdef _SKILL_SELFEXPLODE //自爆
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int petSelfExplode; //大吼(克年兽)
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#endif
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#ifdef _PETSKILL_BATTLE_MODEL
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int battle_model;
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#endif
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} ATR_EQU;
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#define ATR_NAME(a) a->func
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#define ATR_ATTRIB(a) a->atr
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#define ATR_H_POS(a) a->x
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#define ATR_V_POS(a) a->y
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#define ATR_H_MINI(a) a->h_mini
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#define ATR_V_MINI(a) a->v_mini
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#define ATR_SPD(a) a->spd
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#define ATR_CRS(a) a->crs
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//#define ATR_SPD(a) ((ATR_EQU *)a->pReg)->spd
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//#define ATR_CRS(a) ((ATR_EQU *)a->pReg)->crs
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//#define ATR_H_MINI(a) ((ATR_EQU *)a->pReg)->h_mini
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//#define ATR_V_MINI(a) ((ATR_EQU *)a->pReg)->v_mini
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#define ATR_PAT_NO(a) a->bmpNo
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#define ATR_PAT_BAK_NO(a) a->bmpNo_bak
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#define ATR_CHR_NO(a) a->anim_chr_no
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#define ATR_CHR_NO_OLD(a) a->anim_chr_no_bak
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#define ATR_CHR_ACT(a) a->anim_no
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#define ATR_CHR_ACT_OLD(a) a->anim_no_bak
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#define ATR_CHR_ANG(a) a->anim_ang
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#define ATR_CHR_ANG_OLD(a) a->anim_ang_bak
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#define ATR_CHR_CNT(a) a->anim_cnt
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#define ATR_CHR_TIM(a) a->anim_frame_cnt
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#define ATR_CHR_H_POS(a) a->anim_x
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#define ATR_CHR_V_POS(a) a->anim_y
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#define ATR_TASK_PRIO(a) a->prio /* ????<3F>?? */
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#define ATR_DISP_PRIO(a) a->dispPrio /* <20><>??<3F>?? */
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#define ATR_LIFE(a) a->hp
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#ifdef _PET_ITEM
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#define ATR_OLD_LIFE(a) a->iOldHp
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#endif
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#define ATR_MP(a) a->mp
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#define ATR_MAX_LIFE(a) a->maxHp
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#ifdef _BATTLESKILL // (不可开) Syu ADD 战斗技能介面
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#define ATR_MAX_MANA(a) a->maxMp
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#endif
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#define ATR_HANDLE(a) a->name
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#define ATR_TITLE(a) a->freeName
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#define ATR_LEVEL(a) a->level
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#define ATR_HIT(a) a->anim_hit
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#define ATR_STATUS(a) a->status /* ????? */
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// Robin 0728 ridePet
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#define ATR_RIDE(a) a->onRide
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#define ATR_PETNAME(a) a->petName
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#define ATR_PETLEVEL(a) a->petLevel
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#define ATR_PET_LIFE(a) a->petHp
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#define ATR_PET_MAX_LIFE(a) a->petMaxHp
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#define ATR_PETFALL(a) a->petFall
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#ifdef _SKILL_ROAR
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#define ATR_ROAR(a) a->petRoar //大吼(克年兽)
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#endif
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#ifdef _SKILL_SELFEXPLODE //自爆
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#define ATR_SELFEXPLODE(a) a->petSelfExplode
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#endif
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#ifdef _MAGIC_DEEPPOISION //剧毒
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#define ATR_DEEPPOISION(a) a->petDeepPoision
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#endif
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//#ifdef _BATTLESKILL // (不可开) Syu ADD 战斗技能介面
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#define ATR_WARRIOR_EFFECT(a) a->warrioreffect
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//#endif
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#ifdef _SFUMATO
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#define ATR_SFUMATO(a) a->sfumato // 二次渲染图层色彩
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#endif
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#define ATR_VCT_NO(a) ((ATR_EQU *)a->pYobi)->vct_no
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#define ATR_STIMER(a) ((ATR_EQU *)a->pYobi)->stimer
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#define ATR_BODY_WORK(b,a) ((ATR_EQU *)a->pYobi)->body_work[b]
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#define ATR_BODY_CNT(a) ((ATR_EQU *)a->pYobi)->body_cnt
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#define ATR_DAMAGE(a) ((ATR_EQU *)a->pYobi)->damage
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//#define ATR_BODY_WORK(b,a) _ATR_BODY_WORK(b,a,__FILE__,__LINE__)
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ACTION * _ATR_BODY_WORK(int b ,ACTION * a,char *file,int line);
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//andy_mp
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#define ATR_MPDAMAGE(a) ((ATR_EQU *)a->pYobi)->mpdamage
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#define ATR_MPDFLG(a) ((ATR_EQU *)a->pYobi)->mpflg
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#define ATR_ADDHP(a) ((ATR_EQU *)a->pYobi)->addhp
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#define ATR_ADDHPFLG(a) ((ATR_EQU *)a->pYobi)->addhpflg
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#define ATR_SHOWADDHP(a) ((ATR_EQU *)a->pYobi)->showaddhp
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#define ATR_BATTLEGRANO(a) ((ATR_EQU *)a->pYobi)->graNo
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#define ATR_GROUP_FLG(a) ((ATR_EQU *)a->pYobi)->group_flg
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#define ATR_ATTACK_KIND(b,a) ((ATR_EQU *)a->pYobi)->attack_kind[b]
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#define ATR_ATTACK_POW(b,a) ((ATR_EQU *)a->pYobi)->attack_pow[b]
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#define ATR_HIT_STOP(a) ((ATR_EQU *)a->pYobi)->hit_stop
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#define ATR_HIT_TIMING(a) ((ATR_EQU *)a->pYobi)->hit_timing
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#define ATR_COMBO(a) ((ATR_EQU *)a->pYobi)->combo
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#define ATR_KAISHIN(a) ((ATR_EQU *)a->pYobi)->kaishin
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#define ATR_COUNTER(a) ((ATR_EQU *)a->pYobi)->counter
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#define ATR_COUNTER_FLG(a) ((ATR_EQU *)a->pYobi)->counter_flg
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#define ATR_JUJUTSU_WORK(a) ((ATR_EQU *)a->pYobi)->jujutsu_work
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#define ATR_MAGICSU_WORK(a) ((ATR_EQU *)a->pYobi)->magicstatus_work
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#define ATR_ATTRIB_WORK(a) ((ATR_EQU *)a->pYobi)->attrib_work
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#define ATR_GUARD_FLG(a) ((ATR_EQU *)a->pYobi)->guard_flg
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#define ATR_DAMAGE_ANG(a) ((ATR_EQU *)a->pYobi)->damage_ang
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#define ATR_FIRST_FLG(a) ((ATR_EQU *)a->pYobi)->first_flg
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#define ATR_PLACE_NO(a) ((ATR_EQU *)a->pYobi)->place_no
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#define ATR_PET_OK(a) ((ATR_EQU *)a->pYobi)->pet_ok
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#define ATR_AKO_FLG(a) ((ATR_EQU *)a->pYobi)->ako_flg
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#define ATR_CRS_OLD(a) ((ATR_EQU *)a->pYobi)->crs_old
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#define ATR_SYNC_FLG(a) ((ATR_EQU *)a->pYobi)->sync_flg
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#define ATR_INT_WORK0(a) ((ATR_EQU *)a->pYobi)->int_work0
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#define ATR_INT_WORK1(a) ((ATR_EQU *)a->pYobi)->int_work1
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#define ATR_INT_WORK2(a) ((ATR_EQU *)a->pYobi)->int_work2
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#define ATR_INT_WORK3(a) ((ATR_EQU *)a->pYobi)->int_work3
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#define ATR_LONG_WORK(b,a) ((ATR_EQU *)a->pYobi)->long_work[b]
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// Robin 0729 ride pet
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#define ATR_ATTACK_PET_KIND(b,a) ((ATR_EQU *)a->pYobi)->attack_pet_kind[b]
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#define ATR_ATTACK_PET_POW(b,a) ((ATR_EQU *)a->pYobi)->attack_pet_pow[b]
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#define ATR_PET_DAMAGE(a) ((ATR_EQU *)a->pYobi)->pet_damage
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#define ATR_INT_WORKp(a) ((ATR_EQU *)a->pYobi)->int_workp
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#define ATR_RIDE_FLAG(a) ((ATR_EQU *)a->pYobi)->onRide
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#ifdef __NEW_BATTLE_EFFECT
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#define ATR_EFFECT_FLAG(a) ((ATR_EQU *)a->pYobi)->effect_flg
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#define ATR_EFFECT_ANIM(a) ((ATR_EQU *)a->pYobi)->effect_anim
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#define ATR_EFFECT_PARAM(a) ((ATR_EQU *)a->pYobi)->effect_param
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#endif
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#ifdef _PETSKILL_BATTLE_MODEL
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#define ATR_BATTLE_MODEL(a) ((ATR_EQU *)a->pYobi)->battle_model
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#endif
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#ifdef _SKILL_SELFEXPLODE //自爆
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//#define ATR_SELFEXPLODE(a) ((ATR_EQU *)a->pYobi)->petSelfExplode //自爆
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#endif
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/*---------- ??<3F>? ----------*/
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#define ATT_HIT 'H' //???
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#define ATT_FIRE 'Z' //?<3F>
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#define ATT_BOW 'B' //?
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#define ATT_TAKE 'T' //<2F>?
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#define ATT_ESCAPE 'E' //<2F><>
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#define ATT_SELECT 'S' //???<3F><>
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#define ATT_MONSTER 'W' //<2F><>
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#define ATT_JUJUTSU 'J' //<2F><>
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#ifdef __NEW_BATTLE_EFFECT
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#define ATT_EFFECT 'j' //其它的战斗特效
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#endif
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//#ifdef _BATTLESKILL // (不可开) Syu ADD 战斗技能介面
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#define ATT_PROSKILL '+'
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//#endif
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#ifdef _FIREHUNTER_SKILL // (不可开) ROG ADD 朱雀技能_火线猎杀
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#define ATT_FIRESKILL 'f'
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#endif
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#ifdef _PROFESSION_ADDSKILL//结界
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#define ATT_BOUNDARY 'a'
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#endif
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#ifdef _PETSKILL_BATTLE_MODEL
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#define ATT_BATTLE_MODEL 'b' // 宠物技能战斗模组
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#endif
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#ifdef _PETSKILL_RIDE
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#define ATT_RIDE 'c'
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#endif
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//andy_mp
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#define ATT_MPDAMAGE 'p' //MP伤害
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#define ATT_DAMAGETOHP 'h'
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#define ATT_MAGICSTATUS 'm' //特殊状态
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#ifdef _MAGIC_DEEPPOISION
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#define ATT_DEEPPOISION 'd' //剧毒
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#endif
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#define ATT_BOOMERANG 'O' //?????
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#define ATT_SYNCHRONOUS 'Y' //<2F>???
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#define ATT_MALFUNCTION 'M' //<2F><><EFBFBD><EFBFBD>
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#define ATT_DAMAGE 'D' //<2F><>????
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#define ATT_FADE_OUT 'F' //<2F><><EFBFBD><EFBFBD>
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#define ATT_LIFE 'L' //佋??<3F>?<3F>
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#define ATT_IN 'I' //佋??<3F><>?
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#define ATT_VARIABLE 'V' //<2F><>??
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#define ATT_REVERSE 'R' //<2F>?<3F>?
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#define ATT_QUIT 'Q' //???<3F>??
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#define ATT_NIX 'X' //????<3F>
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#define ATT_KANJI 'K' //<2F>??
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#define ATT_NEXT_EQUIP 'N' //?<3F><>?
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#define ATT_COMPANIONS '!' //<2F>??
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#define ATT_STEAL '#' //??
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#define ATT_TALK '%' //????
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#define ATT_TOCALL '$' // 召唤
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#define ATT_DEATH (1 << 0) //死亡
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#define ATT_NORMAL (1 << 1) //普通攻击
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#define ATT_SATISFACTORY (1 << 2) //会心一击
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#define ATT_GUARD (1 << 3) //防御
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#define ATT_COUNTER (1 << 4) //反击
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#define ATT_DODGE (1 << 5) //闪避
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#define ATT_AKO1 (1 << 6) //背1
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#define ATT_AKO2 (1 << 7) //背2
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#define ATT_G_CRASH (1 << 8) //防碰撞
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#define ATT_VICARIOUS (1 << 9) //忠犬
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#define ATT_REFLEX (1 << 10) //反射
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#define ATT_ABSORPTION (1 << 11) //吸收
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#define ATT_BALLIA (1 << 12) //屏障
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#define ATT_CRUSH (1 << 13) //碰撞
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#define ATT_FALL (1 << 14) //落马
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#define ATT_TOOEH (1 << 15) //啮齿
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#define ATT_ATTDOUBLE (1 << 16) //属性强化攻击
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#ifdef _SKILL_ROAR
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#define ATT_ATTROAR (1 << 17) //大吼(克年兽)
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#endif
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#ifdef _SKILL_SELFEXPLODE //自爆
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#define ATT_ATTSELFEXPLODE (1 << 18) //自爆
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#endif
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#ifdef _PETSKILL_EXPLODE
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#define ATT_EXPLODE (1 << 29) //爆弹(跟自爆一样,只是角色不会消失)
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#endif
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#define BCF_DEFMAGICATT (1 << 19)
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#define BCF_SUPERWALL (1 << 20)
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#define BCF_MODIFY (1 << 21) //属性转换
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//#ifdef _BATTLESKILL // (不可开) Syu ADD 战斗技能介面
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#define ATT_ATTPREPROSKILL (1 << 22) //职业技能
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#define ATT_ATTNEXTPROSKILL (1 << 23) //职业技能
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#define ATT_TRAP (1 << 25) //陷阱
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#define ATT_NOMISS (1 << 26) //暴击第一下击空
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//#endif
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#ifdef _EQUIT_ARRANGE
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#define ATT_ARRANGE (1 << 24) //格挡秀图#endif
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#endif
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#ifdef _PETSKILL_ACUPUNCTURE
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#define ATT_ACUPUNCTURE (1 << 27)
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#endif
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#ifdef _PETSKILL_ANTINTER
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#define ATT_ANTINTER (1 << 28)
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#endif
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#ifdef _PET_ITEM
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#define ATT_ATTACKBACK (1 << 30)
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#endif
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#define JUJUTSU_1 (1) // "<22>",
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#define JUJUTSU_2 (2) // "??",
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#define JUJUTSU_3 (3) // "䞍?",
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#define JUJUTSU_4 (4) // "<22>?",
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#define JUJUTSU_5 (5) // "?????",
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#define JUJUTSU_6 (6) // "??"
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#define BC_FRESH (1 << 0) //<2F>?<3F>?
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#define BC_DEATH (1 << 1) //?<3F>
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#define BC_PET_OK (1 << 2) //???<3F>?<3F>?OK
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#define BC_BIT3 (1 << 3) // "<22>",
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#define BC_BIT4 (1 << 4) // "??",
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#define BC_BIT5 (1 << 5) // "䞍?",
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#define BC_BIT6 (1 << 6) // "<22>?",
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#define BC_BIT7 (1 << 7) // "?????",
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#define BC_BIT8 (1 << 8) // "??"
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#define BC_FADE_OUT (1 << 9) //???
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#define BC_REVERSE (1 << 10) //<2F><><EFBFBD><EFBFBD>
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#ifdef _MAGIC_WEAKEN
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#define BC_WEAKEN (1 << 11) //虚弱
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#endif
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#ifdef _MAGIC_DEEPPOISION
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#define BC_DEEPPOISON (1 << 12) //剧毒
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#endif
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#ifdef _MAGIC_BARRIER
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#define BC_BARRIER (1 << 13) //魔障
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#endif
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#ifdef _MAGIC_NOCAST
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#define BC_NOCAST (1 << 14) //沉默
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#endif
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#ifdef _SARS // WON ADD 毒煞蔓延
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#define BC_SARS (1 << 15) // 毒煞蔓延
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#endif
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#ifdef _PETSKILL_LER
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#define BC_CHANGE (1<<30) // 雷尔变身
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#endif
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#ifdef _CHAR_PROFESSION // WON ADD
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#define BC_DIZZY (1 << 16) // 晕眩
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#define BC_ENTWINE (1 << 17) // 树根缠绕
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#define BC_DRAGNET (1 << 18) // 天罗地网
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#define BC_ICECRACK (1 << 19) // 冰爆术
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#define BC_OBLIVION (1 << 20) // 遗忘
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#define BC_ICEARROW (1 << 21) // 冰箭
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#define BC_BLOODWORMS (1 << 22) // 嗜血蛊
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#define BC_SIGN (1 << 23) // 一针见血
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#define BC_CRAZY (1 << 24) // 挑拨
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#define BC_F_ENCLOSE (1 << 25) // 火附体
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#define BC_I_ENCLOSE (1 << 26) // 冰附体
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#define BC_T_ENCLOSE (1 << 27) // 雷附体
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#ifdef _PROFESSION_ADDSKILL
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#define BC_WATER (1 << 28) // 水附体
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#define BC_FEAR (1 << 29) // 恐惧
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//#define BC_F_I_T_ENCLOSE (1 << 28) // 火冰雷附体
|
||
#endif
|
||
#ifdef _PETSKILL_LER
|
||
#define BC_CHANGE (1<<30) // 雷尔变身
|
||
#endif
|
||
#ifdef _PRO_KILLME
|
||
#define BC_ANGER (1<<31) // 怒
|
||
#endif
|
||
|
||
#endif
|
||
|
||
|
||
/*---------- ???????? ----------*/
|
||
// ??
|
||
#define JOY_RIGHT (1 << 15) /* Right Key */
|
||
#define JOY_LEFT (1 << 14) /* Left Key */
|
||
#define JOY_DOWN (1 << 13) /* Down Key */
|
||
#define JOY_UP (1 << 12) /* Up Key */
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||
#define JOY_START (1 << 11) /* Start */
|
||
#define JOY_A (1 << 10) /* A Trigger */
|
||
#define JOY_C (1 << 9) /* C Trigger */
|
||
#define JOY_B (1 << 8) /* B Trigger */
|
||
#define JOY_R (1 << 7) /* R Trigger */
|
||
#define JOY_X (1 << 6) /* X Trigger */
|
||
#define JOY_DEL (1 << 5) /* DELETE */
|
||
#define JOY_INS (1 << 4) /* INSERT */
|
||
#define JOY_END (1 << 3) /* END */
|
||
#define JOY_HOME (1 << 2) /* HOME */
|
||
#define JOY_P_DOWN (1 << 1) /* PAGE_UP */
|
||
#define JOY_P_UP (1 << 0) /* PAGE_DOWN */
|
||
|
||
#define JOY_ESC (1 << 31) /* ESC Key */
|
||
#define JOY_CTRL_M (1 << 30) /* Ctrl + M */
|
||
#define JOY_CTRL_S (1 << 29) /* Ctrl + S */
|
||
#define JOY_CTRL_P (1 << 28) /* Ctrl + P */
|
||
#define JOY_CTRL_I (1 << 27) /* Ctrl + I */
|
||
#define JOY_CTRL_E (1 << 26) /* Ctrl + E */
|
||
#define JOY_CTRL_A (1 << 25) /* Ctrl + A */
|
||
|
||
#define JOY_CTRL_C (1 << 24) /* Ctrl + C */
|
||
#define JOY_CTRL_V (1 << 23) /* Ctrl + V */
|
||
#define JOY_CTRL_T (1 << 22) /* Ctrl + T */
|
||
|
||
#if 0
|
||
#define JOY_X (1 << 22) /* X Trigger */
|
||
#define JOY_Y (1 << 21) /* Y Trigger */
|
||
#define JOY_Z (1 << 20) /* Z Trigger */
|
||
#define JOY_L (1 << 19) /* L Trigger */
|
||
#define JOY_G (1 << 18) /* L Trigger */
|
||
#define JOY_H (1 << 17) /* L Trigger */
|
||
#define JOY_H (1 << 16) /* L Trigger */
|
||
#endif
|
||
|
||
// ??
|
||
//#define JOY_RIGHT (1 << 15) /* Right Key */
|
||
//#define JOY_LEFT (1 << 14) /* Left Key */
|
||
//#define JOY_DOWN (1 << 13) /* Down Key */
|
||
//#define JOY_UP (1 << 12) /* Up Key */
|
||
// ?????????
|
||
#define JOY_F1 (1 << 0) /* F1 */
|
||
#define JOY_F2 (1 << 1) /* F2 */
|
||
#define JOY_F3 (1 << 2) /* F3 */
|
||
#define JOY_F4 (1 << 3) /* F4 */
|
||
#define JOY_F5 (1 << 4) /* F5 */
|
||
#define JOY_F6 (1 << 5) /* F6 */
|
||
#define JOY_F7 (1 << 6) /* F7 */
|
||
#define JOY_F8 (1 << 7) /* F8 */
|
||
#define JOY_F9 (1 << 8) /* F9 */
|
||
#define JOY_F10 (1 << 9) /* F10 */
|
||
#define JOY_F11 (1 << 10) /* F11 */
|
||
#define JOY_F12 (1 << 11) /* F12 */
|
||
// ?????????????
|
||
#define JOY_CTRL_1 (1 << 12) /* Ctrl + 1 */
|
||
#define JOY_CTRL_2 (1 << 13) /* Ctrl + 2 */
|
||
#define JOY_CTRL_3 (1 << 14) /* Ctrl + 3 */
|
||
#define JOY_CTRL_4 (1 << 15) /* Ctrl + 4 */
|
||
#define JOY_CTRL_5 (1 << 16) /* Ctrl + 5 */
|
||
#define JOY_CTRL_6 (1 << 17) /* Ctrl + 6 */
|
||
#define JOY_CTRL_7 (1 << 18) /* Ctrl + 7 */
|
||
#define JOY_CTRL_8 (1 << 19) /* Ctrl + 8 */
|
||
#define JOY_CTRL_9 (1 << 20) /* Ctrl + 9 */
|
||
#define JOY_CTRL_0 (1 << 21) /* Ctrl + 0 */
|
||
#define JOY_CTRL_MINUS (1 << 22) /* Ctrl + MINUS */
|
||
#define JOY_CTRL_CIRCUMFLEX (1 << 23) /* Ctrl + DIK_CIRCUMFLEX */
|
||
#define JOY_CTRL_YEN (1 << 28) /* Ctrl + YEN */
|
||
// ????
|
||
#define JOY_TAB (1 << 25) /* Ctrl + TAB */
|
||
// ?????
|
||
#define JOY_RSHIFT (1 << 26) /* Ctrl + RSHIFT */
|
||
#define JOY_LSHIFT (1 << 27) /* Ctrl + LSHIFT */
|
||
// <20><>?????
|
||
#define JOY_CTRL_J (1 << 24) /* Ctrl + J */
|
||
// <20>?<3F>?????
|
||
#define JOY_CTRL_Q (1 << 29) /* Ctrl + Q */
|
||
// ??????
|
||
#define JOY_CTRL_W (1 << 30) /* Ctrl + W */
|
||
// ?????????
|
||
#define JOY_CTRL_G (1 << 31) /* Ctrl + G */
|
||
|
||
#ifdef _TELLCHANNEL //ROG ADD 密语频道
|
||
#define JOY_CTRL_R (1 << 31)
|
||
#endif
|
||
|
||
/*--------- ????? ------------------*/
|
||
#define VK_A 0x41
|
||
#define VK_B 0x42
|
||
#define VK_C 0x43
|
||
#define VK_D 0x44
|
||
#define VK_E 0x45
|
||
#define VK_F 0x46
|
||
#define VK_G 0x47
|
||
#define VK_H 0x48
|
||
#define VK_I 0x49
|
||
#define VK_J 0x4A
|
||
#define VK_K 0x4B
|
||
#define VK_L 0x4C
|
||
#define VK_M 0x4D
|
||
#define VK_N 0x4E
|
||
#define VK_O 0x4F
|
||
#define VK_P 0x50
|
||
#define VK_Q 0x51
|
||
#define VK_R 0x52
|
||
#define VK_S 0x53
|
||
#define VK_T 0x54
|
||
#define VK_U 0x55
|
||
#define VK_V 0x56
|
||
#define VK_W 0x57
|
||
#define VK_X 0x58
|
||
#define VK_Y 0x59
|
||
#define VK_Z 0x5A
|
||
|
||
#endif
|