342 lines
9.3 KiB
C
342 lines
9.3 KiB
C
#ifndef _CHARACTER_H_
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#define _CHARACTER_H_
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#include"action.h"
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#include"pc.h"
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enum
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{
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CHR_STATUS_P = 0x0001, //
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CHR_STATUS_N = 0x0002, // ??
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CHR_STATUS_Q = 0x0004, // ?
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CHR_STATUS_S = 0x0008, // ?
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CHR_STATUS_D = 0x0010, // ??
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CHR_STATUS_C = 0x0020, // ??
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CHR_STATUS_W = 0x0040, // ??????
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CHR_STATUS_H = 0x0080, // ??????
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CHR_STATUS_LEADER = 0x0100, // ????
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CHR_STATUS_PARTY = 0x0200, // ???????
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CHR_STATUS_BATTLE = 0x0400, // ?
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CHR_STATUS_USE_MAGIC= 0x0800, // ?
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CHR_STATUS_HELP = 0x1000, // ???
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CHR_STATUS_FUKIDASHI= 0x2000, // ???
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CHR_STATUS_WATCH = 0x4000, // ??
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CHR_STATUS_TRADE = 0x8000, // 交易中
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#ifdef _ANGEL_SUMMON
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CHR_STATUS_ANGEL = 0x10000 // 使者任务中
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#endif
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};
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enum
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{ // ????????
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CHAROBJ_TYPE_NPC = 0x0001, // NPC
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CHAROBJ_TYPE_ITEM = 0x0002, // ????
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CHAROBJ_TYPE_MONEY = 0x0004, // ??
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CHAROBJ_TYPE_USER_NPC = 0x0008, // ??????
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CHAROBJ_TYPE_LOOKAT = 0x0010, // ???
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CHAROBJ_TYPE_PARTY_OK = 0x0020, // ???????
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CHAROBJ_TYPE_ALL = 0x00FF // ?
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};
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// ????????
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enum
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{
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CHAR_TYPENONE, // ?????
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CHAR_TYPEPLAYER, // ?????
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CHAR_TYPEENEMY, //
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CHAR_TYPEPET, // ???
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CHAR_TYPEDOOR, // ??
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CHAR_TYPEBOX , // ?
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CHAR_TYPEMSG , // ?
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CHAR_TYPEWARP , // ??????
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CHAR_TYPESHOP , //
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CHAR_TYPEHEALER , // ????
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CHAR_TYPEOLDMAN , // ?
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CHAR_TYPEROOMADMIN, // ?
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CHAR_TYPETOWNPEOPLE, // ?????
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CHAR_TYPEDENGON, // ?
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CHAR_TYPEADM, // ?
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CHAR_TYPETEMPLE, // Temple master
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CHAR_TYPESTORYTELLER, // ???
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CHAR_TYPERANKING, // ????????
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CHAR_TYPEOTHERNPC, // ??????????NPC
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CHAR_TYPEPRINTPASSMAN, // ??????????NPC
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CHAR_TYPENPCENEMY, // ?
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CHAR_TYPEACTION, // ?????????NPC
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CHAR_TYPEWINDOWMAN, // ???????NPC??????)
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CHAR_TYPESAVEPOINT, // ???????
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CHAR_TYPEWINDOWHEALER, // ?????????????
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CHAR_TYPEITEMSHOP, // ?
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CHAR_TYPESTONESHOP, // ?????????
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CHAR_TYPEDUELRANKING, // DUEL?????NPC
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CHAR_TYPEWARPMAN, // ?????NPC
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CHAR_TYPEEVENT, // ????NPC
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CHAR_TYPEMIC, // ????NPC
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CHAR_TYPELUCKYMAN, // ????NPC
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CHAR_TYPEBUS, // ??????
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CHAR_TYPECHARM, // ????NPC
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CHAR_TYPENUM
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};
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typedef struct
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{
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short use; // ???
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short type; // ?
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int id; // ???????
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int graNo; // ???????
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int gx, gy; // ?????
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int level; // ???
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int dir; // ??
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int stockDir; // ?????????????
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int stockDirX, stockDirY;// stockDir?????
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short nameColor; // ??
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#ifdef _ANGEL_SUMMON
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unsigned status; // ?????
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#else
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unsigned short status; // ?????
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#endif
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int classNo; // ????????
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int money; // ???
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char name[CHAR_NAME_LEN+1]; //
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char freeName[CHAR_FREENAME_LEN+1]; // ???????
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char info[64]; // ????????????ACTION???????????
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int battleNo; // ?
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short sideNo; // ??????????????
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short helpMode; // ??????
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int charType; // ????????
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short newFoundFlag; // ????????????????
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ACTION *ptAct;
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int charNameColor; // ????????????
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// shan add
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char fmname[CHAR_FMNAME_LEN+1]; // 家族名称
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// Robin
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char petName[CHAR_FREENAME_LEN+1];
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int petLevel;
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//#ifdef _CHAR_PROFESSION // WON ADD 人物职业
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// int profession_class;
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//#endif
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} CHAROBJ;
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typedef struct
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{
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int charObjTblId; // ???????????????
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unsigned int drawFukidashiTime; // ???????
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ACTION *ptActLeaderMark; // ????????
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ACTION *ptActMagicEffect; // ?????
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#ifdef __EMOTION
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ACTION *ptActEmotion;
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#endif
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#ifdef _MIND_ICON
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ACTION *ptMindIcon;
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#endif
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#ifdef _SHOWFAMILYBADGE_
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ACTION *ptFamilyIcon;
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#endif
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#ifdef FAMILY_MANOR_
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ACTION *ptmFamilyIcon;
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#endif
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#ifdef _CHAR_MANOR_
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ACTION *ptmManorIcon;
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#endif
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#ifdef _CHARTITLE_
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ACTION *ptTitleIcon;
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#endif
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#ifdef _STREET_VENDOR
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ACTION *ptStreetVendor;
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#endif
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#ifdef _ANGEL_SUMMON
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ACTION *ptActAngelMark;
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#endif
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#ifdef _ITEM_FIREWORK
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ACTION *pActFirework[2];
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#endif
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#ifdef _NPC_MAGICCARD
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ACTION *pActMagiccard[4];
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#endif
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#ifdef _NPC_PICTURE
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ACTION *ptActPicture;
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#endif
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#ifdef _NPC_EVENT_NOTICE
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ACTION *ptNoticeIcon;
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#endif
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} CHAREXTRA;
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typedef struct
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{
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short mode; // ????????
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short moveDir; // ???????
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short preDir; // ??????????
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short dirCnt; // ????????
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int preGx, preGy; // ????????
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int walkCnt; // ??
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unsigned int createTime; // ???
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ACTION *ptAct;
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ACTION *ptAct2;
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float angle;
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int r;
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int id; // ???????
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} PETEXTRA;
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#ifdef _NPC_MAGICCARD
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struct Posstruct
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{
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int humanX;
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int humanY;
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int petX;
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int petY;
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int magic1X;
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int magic1Y;
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//int offsetX; //荧幕有位移时的量
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//int offsetY;
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};
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#endif
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extern short nameOverTheHeadFlag;
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void charMove( ACTION * );
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void charMove2( ACTION * );
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void _charMove( ACTION * );
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void shiftBufCount( ACTION * );
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ACTION *createCharAction( int, int, int, int );
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#ifdef _WATERANIMATION //Syu ADD 泪之海动画层
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ACTION *createWaterAnimation( int , int , int , int );
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#endif
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void stockCharMovePoint( ACTION *, int, int );
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void correctCharMovePoint( ACTION *, int, int );
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void setCharMovePoint( ACTION *, int, int );
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void _setCharMovePoint( ACTION *, int, int );
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void setCharWarpPoint( ACTION *, int, int );
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void setCharStatus( unsigned short *, char * );
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ACTION *createCommmonEffectAction( int, int, int, int, int, int );
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ACTION *createCommmonEffectNoLoop( int, int, int, int, int, int );
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void drawCharStatus( ACTION * );
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void changeCharAct( ACTION *, int, int, int, int, int, int, int );
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void setCharLeader( ACTION * );
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void delCharLeader( ACTION * );
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void setCharParty( ACTION * );
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void delCharParty( ACTION * );
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void setCharWatch( ACTION * );
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void delCharWatch( ACTION * );
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void setCharBattle( ACTION *, int, short, short );
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void delCharBattle( ACTION * );
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void setCharTrade( ACTION *, int );
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void delCharTrade( ACTION * );
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void setCharUseMagic( ACTION * );
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void delCharUseMagic( ACTION * );
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#ifdef _ANGEL_SUMMON
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void setCharAngel( ACTION * );
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void delCharAngel( ACTION * );
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#endif
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#ifdef _MIND_ICON
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void setCharMind( ACTION *ptAct, int MindNo);
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void delCharMind( ACTION *ptAct);
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#endif
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#ifdef _SHOWFAMILYBADGE_
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void setCharFamily( ACTION *ptAct, int MindNo);
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void delCharFamily( ACTION *ptAct);
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#endif
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#ifdef FAMILY_MANOR_
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void setCharmFamily( ACTION *ptAct, int MindNo);
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void delCharmFamily( ACTION *ptAct);
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#endif
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#ifdef _CHAR_MANOR_
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void setCharmManor( ACTION *ptAct, int MindNo);
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void delCharmManor( ACTION *ptAct);
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#endif
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#ifdef _CHARTITLE_
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void setCharmTitle( ACTION *ptAct, int MindNo);
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void delCharmTitle( ACTION *ptAct);
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#endif
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#ifdef _NPC_EVENT_NOTICE
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void setNpcNotice( ACTION *ptAct, int MindNo);
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void delNpcNotice( ACTION *ptAct);
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#endif
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void setCharFukidashi( ACTION *, unsigned int );
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void setCharNameColor( ACTION *, int );
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BOOL checkCharObjPoint( int, int, short );
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#ifdef _ANGEL_SUMMON
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int checkCharObjPointStatus( int, int, short, unsigned );
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int checkCharObjPointNotStatus( int, int, short, unsigned );
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#else
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int checkCharObjPointStatus( int, int, short, unsigned short );
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int checkCharObjPointNotStatus( int, int, short, unsigned short );
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#endif
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#ifdef _CHAR_PROFESSION // WON ADD 人物职业
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#ifdef _GM_IDENTIFY // Rog ADD GM识别
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void setNpcCharObj( int, int, int, int, int, char *, char *, char *, int, char *, int, int, int, int, int, int, char *);
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#else
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#ifdef _NPC_PICTURE
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void setNpcCharObj( int, int, int, int, int, char *, char *, char *, int, char *, int, int, int, int, int, int, int );
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#else
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void setNpcCharObj( int, int, int, int, int, char *, char *, char *, int, char *, int, int, int, int, int, int );
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#endif
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#endif
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#else
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#ifdef _NPC_EVENT_NOTICE
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void setNpcCharObj( int, int, int, int, int, char *, char *, char *, int, char *, int, int, int, int, int, int
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#ifdef _CHARTITLE_STR_
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,char *
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#endif
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);
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#else
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void setNpcCharObj( int, int, int, int, int, char *, char *, char *, int, char *, int, int, int, int, int);
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#endif
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#endif
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BOOL setReturnPetObj( int, int, int, int, int, char *, char *, int, int, int, int, int );
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void setItemCharObj( int, int, int, int, int, int, char * );
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void setMoneyCharObj( int, int, int, int, int, int, char * );
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int getAtrCharType( int );
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int getAtrCharObjType( int );
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void delCharObj( int );
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void initCharObj( void );
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void resetCharObj( void );
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void clearPtActCharObj( void );
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void restorePtActCharObjAll( void );
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void restorePtActCharObj( int );
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void setMovePointCharObj( int, int, int );
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ACTION *getCharObjAct( int );
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int getCharObjBuf( void );
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void initItemOverlapCheck( void );
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BOOL itemOverlapCheck( unsigned int, int, int );
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ACTION *createPetAction( int, int, int, int, int, int, int );
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void ajustClientDir( short * );
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#endif
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#ifdef _WIN_LUAJIT_
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typedef struct{
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char data[25][100];
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int len[25];
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}SA_MESSAGE;
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typedef struct{
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ACTION *ptActMenuWin;
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STR_BUFFER input;
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SA_MESSAGE message;
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int totalMsgLine;
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}SA_WINDOWS;
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#endif
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