convert comments in cpp files to utf8

This commit is contained in:
2024-12-17 22:41:21 +01:00
parent 4525e3103d
commit 361a62853d
153 changed files with 955 additions and 955 deletions

View File

@ -24,7 +24,7 @@ enum
EMOTION_DANCE_3,
EMOTION_DANCE_4,
EMOTION_DANCE_5,
EMOTION_DANCE_6, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD>
EMOTION_DANCE_6, // 강남스타일
EMOTION_CONGRATULATION,
EMOTION_FORGIVE,
EMOTION_ANGRY,
@ -57,7 +57,7 @@ public:
{
static TGradeUnit beltGradeByLevelTable[] =
{
0, // <EFBFBD><EFBFBD>Ʈ+0
0, // 벨트+0
1, // +1
1, // +2
2, // +3
@ -72,20 +72,20 @@ public:
return beltGradeByLevelTable[refineLevel];
}
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̿<EFBFBD><CCBF><EFBFBD> <20><> <20>ִ<EFBFBD><D6B4><EFBFBD> <20><><EFBFBD><EFBFBD>
// 현재 벨트 레벨을 기준으로, 어떤 셀들을 이용할 수 있는지 리턴
static const TGradeUnit* GetAvailableRuleTableByGrade()
{
/**
<EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <20><> +0 ~ +9 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> 7<>ܰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>еǾ<D0B5> <20>κ<EFBFBD><CEBA><EFBFBD><E4B8AE> Ȱ<><C8B0> ȭ <20>ȴ<EFBFBD>.
<EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ʒ<EFBFBD> <20>׸<EFBFBD><D7B8><EFBFBD> <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> >= Ȱ<><C8B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
(<EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>, <20><>ȣ <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ڴ<EFBFBD> <20><><EFBFBD><EFBFBD>)
벨트는 총 +0 ~ +9 레벨을 가질 수 있으며, 레벨에 따라 7단계 등급으로 구분되어 인벤토리가 활성 화 된다.
벨트 레벨에 따른 사용 가능한 셀은 아래 그림과 같음. 현재 등급 >= 활성가능 등급이면 사용 가능.
(단, 현재 레벨이 0이면 무조건 사용 불가, 괄호 안의 숫자는 등급)
2(1) 4(2) 6(4) 8(6)
5(3) 5(3) 6(4) 8(6)
7(5) 7(5) 7(5) 8(6)
9(7) 9(7) 9(7) 9(7)
<EFBFBD><EFBFBD>Ʈ <20>κ<EFBFBD><CEBA><EFBFBD><E4B8AE> ũ<><C5A9><EFBFBD><EFBFBD> 4x4 (16ĭ)
벨트 인벤토리의 크기는 4x4 (16)
*/
static TGradeUnit availableRuleByGrade[c_Belt_Inventory_Slot_Count] = {
@ -100,7 +100,7 @@ public:
static bool IsAvailableCell(WORD cell, int beltGrade /*int beltLevel*/)
{
// <EFBFBD><EFBFBD>ȹ <20><> <20>ٲ<EFBFBD>.. <20>Ƴ<EFBFBD>...
// 기획 또 바뀜.. 아놔...
//const TGradeUnit beltGrade = GetBeltGradeByRefineLevel(beltLevel);
const TGradeUnit* ruleTable = GetAvailableRuleTableByGrade();
@ -2077,7 +2077,7 @@ PyObject * playerSlotTypeToInvenType(PyObject* poSelf, PyObject* poArgs)
}
#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
// <EFBFBD>÷<EFBFBD><EFBFBD>̾ <20><>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
// 플레이어가 벨트를 착용 중인지?
PyObject * playerIsEquippingBelt(PyObject* poSelf, PyObject* poArgs)
{
const CPythonPlayer* player = CPythonPlayer::InstancePtr();
@ -2092,7 +2092,7 @@ PyObject * playerIsEquippingBelt(PyObject* poSelf, PyObject* poArgs)
}
// <EFBFBD>˻<EFBFBD><EFBFBD>Ϸ<EFBFBD><EFBFBD><EFBFBD> <20><>Ʈ <20>κ<EFBFBD><CEBA>丮 Cell<6C><6C> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ĭ<><C4AD><EFBFBD><EFBFBD>? (<28><><EFBFBD><EFBFBD><EBB0A1> <20><><EFBFBD>δ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ʈ<EFBFBD><C6AE> <20><>ȭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>޶<EFBFBD><DEB6><EFBFBD>)
// 검사하려는 벨트 인벤토리 Cell이 사용 가능한 칸인지? (사용가능 여부는 착용 중인 벨트의 강화 정도에 따라 달라짐)
PyObject * playerIsAvailableBeltInventoryCell(PyObject* poSelf, PyObject* poArgs)
{
const CPythonPlayer* player = CPythonPlayer::InstancePtr();
@ -2116,7 +2116,7 @@ PyObject * playerIsAvailableBeltInventoryCell(PyObject* poSelf, PyObject* poArgs
#endif
// <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><>ȭ
// 용혼석 강화
PyObject* playerSendDragonSoulRefine(PyObject* poSelf, PyObject* poArgs)
{
BYTE bSubHeader;
@ -2528,7 +2528,7 @@ void initPlayer()
PyModule_AddIntConstant(poModule, "EMOTION_DANCE_3", EMOTION_DANCE_3);
PyModule_AddIntConstant(poModule, "EMOTION_DANCE_4", EMOTION_DANCE_4);
PyModule_AddIntConstant(poModule, "EMOTION_DANCE_5", EMOTION_DANCE_5);
PyModule_AddIntConstant(poModule, "EMOTION_DANCE_6", EMOTION_DANCE_6); // PSY <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD>
PyModule_AddIntConstant(poModule, "EMOTION_DANCE_6", EMOTION_DANCE_6); // PSY 강남스타일
PyModule_AddIntConstant(poModule, "EMOTION_CONGRATULATION", EMOTION_CONGRATULATION);
PyModule_AddIntConstant(poModule, "EMOTION_FORGIVE", EMOTION_FORGIVE);
PyModule_AddIntConstant(poModule, "EMOTION_ANGRY", EMOTION_ANGRY);
@ -2543,11 +2543,11 @@ void initPlayer()
PyModule_AddIntConstant(poModule, "EMOTION_FRENCH_KISS", EMOTION_FRENCH_KISS);
PyModule_AddIntConstant(poModule, "EMOTION_SLAP", EMOTION_SLAP);
//// <EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<><C5B8>
//// 자동물약 타입
PyModule_AddIntConstant(poModule, "AUTO_POTION_TYPE_HP", CPythonPlayer::AUTO_POTION_TYPE_HP);
PyModule_AddIntConstant(poModule, "AUTO_POTION_TYPE_SP", CPythonPlayer::AUTO_POTION_TYPE_SP);
// <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD>
// 용혼석
PyModule_AddIntConstant(poModule, "DRAGON_SOUL_PAGE_SIZE", c_DragonSoul_Inventory_Box_Size);
PyModule_AddIntConstant(poModule, "DRAGON_SOUL_PAGE_COUNT", DRAGON_SOUL_GRADE_MAX);
PyModule_AddIntConstant(poModule, "DRAGON_SOUL_SLOT_COUNT", c_DragonSoul_Inventory_Count);
@ -2555,7 +2555,7 @@ void initPlayer()
PyModule_AddIntConstant(poModule, "DRAGON_SOUL_EQUIPMENT_PAGE_COUNT", DS_DECK_MAX_NUM);
PyModule_AddIntConstant(poModule, "DRAGON_SOUL_EQUIPMENT_FIRST_SIZE", c_DragonSoul_Equip_Slot_Max);
// <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â
// 용혼석 개량창
PyModule_AddIntConstant(poModule, "DRAGON_SOUL_REFINE_CLOSE", DS_SUB_HEADER_CLOSE);
PyModule_AddIntConstant(poModule, "DS_SUB_HEADER_DO_UPGRADE", DS_SUB_HEADER_DO_UPGRADE);
PyModule_AddIntConstant(poModule, "DS_SUB_HEADER_DO_IMPROVEMENT", DS_SUB_HEADER_DO_IMPROVEMENT);