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# ifndef __INC_METIN_II_CHAR_H__
# define __INC_METIN_II_CHAR_H__
# include <boost/unordered_map.hpp>
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# include <common/stl.h>
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# include "entity.h"
# include "FSM.h"
# include "horse_rider.h"
# include "vid.h"
# include "constants.h"
# include "affect.h"
# include "affect_flag.h"
# include "cube.h"
# include "mining.h"
class CBuffOnAttributes ;
class CPetSystem ;
# define INSTANT_FLAG_DEATH_PENALTY (1 << 0)
# define INSTANT_FLAG_SHOP (1 << 1)
# define INSTANT_FLAG_EXCHANGE (1 << 2)
# define INSTANT_FLAG_STUN (1 << 3)
# define INSTANT_FLAG_NO_REWARD (1 << 4)
# define AI_FLAG_NPC (1 << 0)
# define AI_FLAG_AGGRESSIVE (1 << 1)
# define AI_FLAG_HELPER (1 << 2)
# define AI_FLAG_STAYZONE (1 << 3)
# define SET_OVER_TIME(ch, time) (ch)->SetOverTime(time)
extern int g_nPortalLimitTime ;
enum
{
MAIN_RACE_WARRIOR_M ,
MAIN_RACE_ASSASSIN_W ,
MAIN_RACE_SURA_M ,
MAIN_RACE_SHAMAN_W ,
MAIN_RACE_WARRIOR_W ,
MAIN_RACE_ASSASSIN_M ,
MAIN_RACE_SURA_W ,
MAIN_RACE_SHAMAN_M ,
MAIN_RACE_MAX_NUM ,
} ;
enum
{
POISON_LENGTH = 30 ,
STAMINA_PER_STEP = 1 ,
SAFEBOX_PAGE_SIZE = 9 ,
AI_CHANGE_ATTACK_POISITION_TIME_NEAR = 10000 ,
AI_CHANGE_ATTACK_POISITION_TIME_FAR = 1000 ,
AI_CHANGE_ATTACK_POISITION_DISTANCE = 100 ,
SUMMON_MONSTER_COUNT = 3 ,
} ;
enum
{
FLY_NONE ,
FLY_EXP ,
FLY_HP_MEDIUM ,
FLY_HP_BIG ,
FLY_SP_SMALL ,
FLY_SP_MEDIUM ,
FLY_SP_BIG ,
FLY_FIREWORK1 ,
FLY_FIREWORK2 ,
FLY_FIREWORK3 ,
FLY_FIREWORK4 ,
FLY_FIREWORK5 ,
FLY_FIREWORK6 ,
FLY_FIREWORK_CHRISTMAS ,
FLY_CHAIN_LIGHTNING ,
FLY_HP_SMALL ,
FLY_SKILL_MUYEONG ,
} ;
enum EDamageType
{
DAMAGE_TYPE_NONE ,
DAMAGE_TYPE_NORMAL ,
DAMAGE_TYPE_NORMAL_RANGE ,
//<2F> <> ų
DAMAGE_TYPE_MELEE ,
DAMAGE_TYPE_RANGE ,
DAMAGE_TYPE_FIRE ,
DAMAGE_TYPE_ICE ,
DAMAGE_TYPE_ELEC ,
DAMAGE_TYPE_MAGIC ,
DAMAGE_TYPE_POISON ,
DAMAGE_TYPE_SPECIAL ,
} ;
enum EPointTypes
{
POINT_NONE , // 0
POINT_LEVEL , // 1
POINT_VOICE , // 2
POINT_EXP , // 3
POINT_NEXT_EXP , // 4
POINT_HP , // 5
POINT_MAX_HP , // 6
POINT_SP , // 7
POINT_MAX_SP , // 8
POINT_STAMINA , // 9 <20> <> <EFBFBD> ̳<D7B9>
POINT_MAX_STAMINA , // 10 <20> ִ<EFBFBD> <20> <> <EFBFBD> ̳<D7B9>
POINT_GOLD , // 11
POINT_ST , // 12 <20> ٷ<EFBFBD>
POINT_HT , // 13 ü<> <C3BC>
POINT_DX , // 14 <20> <> ø<EFBFBD> <C3B8>
POINT_IQ , // 15 <20> <> <EFBFBD> ŷ<EFBFBD>
POINT_DEF_GRADE , // 16 ...
POINT_ATT_SPEED , // 17 <20> <> <EFBFBD> ݼӵ<DDBC>
POINT_ATT_GRADE , // 18 <20> <> <EFBFBD> ݷ<EFBFBD> MAX
POINT_MOV_SPEED , // 19 <20> ̵<EFBFBD> <CCB5> ӵ<EFBFBD>
POINT_CLIENT_DEF_GRADE , // 20 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_CASTING_SPEED , // 21 <20> ֹ<EFBFBD> <D6B9> ӵ<EFBFBD> (<28> <> <EFBFBD> ٿ<EFBFBD> Ÿ<EFBFBD> <C5B8> *100) / (100 + <20> ̰<EFBFBD> ) = <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> ٿ<EFBFBD> Ÿ<> <C5B8>
POINT_MAGIC_ATT_GRADE , // 22 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ݷ<EFBFBD>
POINT_MAGIC_DEF_GRADE , // 23 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_EMPIRE_POINT , // 24 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_LEVEL_STEP , // 25 <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ܰ<EFBFBD> .. (1 2 3 <20> <> <20> <> <20> <> <EFBFBD> <EFBFBD> , 4 <20> Ǹ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> )
POINT_STAT , // 26 <20> ɷ<EFBFBD> ġ <20> ø<EFBFBD> <20> <> <20> ִ<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_SUB_SKILL , // 27 <20> <> <EFBFBD> <EFBFBD> <20> <> ų <20> <> <EFBFBD> <EFBFBD> Ʈ
POINT_SKILL , // 28 <20> <> Ƽ <EFBFBD> <C6BC> <20> <> ų <20> <> <EFBFBD> <EFBFBD> Ʈ
POINT_WEAPON_MIN , // 29 <20> <> <EFBFBD> <EFBFBD> <20> ּ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_WEAPON_MAX , // 30 <20> <> <EFBFBD> <EFBFBD> <20> ִ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_PLAYTIME , // 31 <20> ÷<EFBFBD> <C3B7> ̽ð<CCBD>
POINT_HP_REGEN , // 32 HP ȸ<> <C8B8> <EFBFBD> <EFBFBD>
POINT_SP_REGEN , // 33 SP ȸ<> <C8B8> <EFBFBD> <EFBFBD>
POINT_BOW_DISTANCE , // 34 Ȱ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ÿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> ġ (meter)
POINT_HP_RECOVERY , // 35 ü<> <C3BC> ȸ<> <C8B8> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_SP_RECOVERY , // 36 <20> <> <EFBFBD> ŷ<EFBFBD> ȸ<> <C8B8> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_POISON_PCT , // 37 <20> <> Ȯ<> <C8AE>
POINT_STUN_PCT , // 38 <20> <> <EFBFBD> <EFBFBD> Ȯ<> <C8AE>
POINT_SLOW_PCT , // 39 <20> <> <EFBFBD> ο <EFBFBD> Ȯ<> <C8AE>
POINT_CRITICAL_PCT , // 40 ũ<> <C5A9> Ƽ <EFBFBD> <C6BC> Ȯ<> <C8AE>
POINT_PENETRATE_PCT , // 41 <20> <> <EFBFBD> <EFBFBD> Ÿ<EFBFBD> <C5B8> Ȯ<> <C8AE>
POINT_CURSE_PCT , // 42 <20> <> <EFBFBD> <EFBFBD> Ȯ<> <C8AE>
POINT_ATTBONUS_HUMAN , // 43 <20> ΰ<EFBFBD> <CEB0> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_ANIMAL , // 44 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> % <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_ORC , // 45 <20> <> <EFBFBD> Ϳ <EFBFBD> <CDBF> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> % <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_MILGYO , // 46 <20> б <EFBFBD> <D0B1> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> % <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_UNDEAD , // 47 <20> <> ü<EFBFBD> <C3BC> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> % <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_DEVIL , // 48 <20> <> <EFBFBD> <EFBFBD> (<28> Ǹ<EFBFBD> )<29> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> % <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_INSECT , // 49 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_FIRE , // 50 ȭ<> <C8AD> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_ICE , // 51 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_DESERT , // 52 <20> 縷<EFBFBD> <E7B8B7>
POINT_ATTBONUS_MONSTER , // 53 <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ϳ <EFBFBD> <CDBF> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_WARRIOR , // 54 <20> <> <EFBFBD> 翡<EFBFBD> <E7BFA1> <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_ASSASSIN , // 55 <20> ڰ<EFBFBD> <DAB0> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_SURA , // 56 <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_SHAMAN , // 57 <20> <> <EFBFBD> 翡<EFBFBD> <E7BFA1> <20> <> <EFBFBD> <EFBFBD>
POINT_ATTBONUS_TREE , // 58 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> 20050729.myevan UNUSED5
POINT_RESIST_WARRIOR , // 59 <20> <> <EFBFBD> 翡<EFBFBD> <E7BFA1> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_ASSASSIN , // 60 <20> ڰ<EFBFBD> <DAB0> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_SURA , // 61 <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_SHAMAN , // 62 <20> <> <EFBFBD> 翡<EFBFBD> <E7BFA1> <20> <> <EFBFBD> <EFBFBD>
POINT_STEAL_HP , // 63 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_STEAL_SP , // 64 <20> <> <EFBFBD> ŷ<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_MANA_BURN_PCT , // 65 <20> <> <EFBFBD> <EFBFBD> <20> <>
/// <20> <> <EFBFBD> ؽ<EFBFBD> <20> <> <EFBFBD> ʽ <EFBFBD> ///
POINT_DAMAGE_SP_RECOVER , // 66 <20> <> <EFBFBD> ݴ<EFBFBD> <DDB4> <EFBFBD> <20> <> <20> <> <EFBFBD> ŷ<EFBFBD> ȸ<> <C8B8> Ȯ<> <C8AE>
POINT_BLOCK , // 67 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_DODGE , // 68 ȸ<> <C8B8> <EFBFBD> <EFBFBD>
POINT_RESIST_SWORD , // 69
POINT_RESIST_TWOHAND , // 70
POINT_RESIST_DAGGER , // 71
POINT_RESIST_BELL , // 72
POINT_RESIST_FAN , // 73
POINT_RESIST_BOW , // 74 ȭ<> <C8AD> <20> <> <EFBFBD> <EFBFBD> : <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_FIRE , // 75 ȭ<> <C8AD> <20> <> <EFBFBD> <EFBFBD> : ȭ<> <C8AD> <EFBFBD> <EFBFBD> <EFBFBD> ݿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_ELEC , // 76 <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> : <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ݿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_MAGIC , // 77 <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> : <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_WIND , // 78 <20> ٶ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> : <20> ٶ<EFBFBD> <D9B6> <EFBFBD> <EFBFBD> ݿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_REFLECT_MELEE , // 79 <20> <> <EFBFBD> <EFBFBD> <20> ݻ<EFBFBD>
/// Ư<> <C6AF> <20> <> <EFBFBD> ؽ<EFBFBD> ///
POINT_REFLECT_CURSE , // 80 <20> <> <EFBFBD> <EFBFBD> <20> ݻ<EFBFBD>
POINT_POISON_REDUCE , // 81 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
/// <20> <> <20> Ҹ<EFBFBD> <D2B8> <EFBFBD> ///
POINT_KILL_SP_RECOVER , // 82 <20> <> <20> Ҹ<EFBFBD> <D2B8> <EFBFBD> MP ȸ<> <C8B8>
POINT_EXP_DOUBLE_BONUS , // 83
POINT_GOLD_DOUBLE_BONUS , // 84
POINT_ITEM_DROP_BONUS , // 85
/// ȸ<> <C8B8> <20> <> <EFBFBD> <EFBFBD> ///
POINT_POTION_BONUS , // 86
POINT_KILL_HP_RECOVERY , // 87
POINT_IMMUNE_STUN , // 88
POINT_IMMUNE_SLOW , // 89
POINT_IMMUNE_FALL , // 90
//////////////////
POINT_PARTY_ATTACKER_BONUS , // 91
POINT_PARTY_TANKER_BONUS , // 92
POINT_ATT_BONUS , // 93
POINT_DEF_BONUS , // 94
POINT_ATT_GRADE_BONUS , // 95
POINT_DEF_GRADE_BONUS , // 96
POINT_MAGIC_ATT_GRADE_BONUS , // 97
POINT_MAGIC_DEF_GRADE_BONUS , // 98
POINT_RESIST_NORMAL_DAMAGE , // 99
POINT_HIT_HP_RECOVERY , // 100
POINT_HIT_SP_RECOVERY , // 101
POINT_MANASHIELD , // 102 <20> <> <EFBFBD> ż<EFBFBD> ȣ <20> <> ų<EFBFBD> <C5B3> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ȿ<> <C8BF> <20> <> <EFBFBD> <EFBFBD>
POINT_PARTY_BUFFER_BONUS , // 103
POINT_PARTY_SKILL_MASTER_BONUS , // 104
POINT_HP_RECOVER_CONTINUE , // 105
POINT_SP_RECOVER_CONTINUE , // 106
POINT_STEAL_GOLD , // 107
POINT_POLYMORPH , // 108 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ȣ
POINT_MOUNT , // 109 Ÿ<> <C5B8> <EFBFBD> ִ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ȣ
POINT_PARTY_HASTE_BONUS , // 110
POINT_PARTY_DEFENDER_BONUS , // 111
POINT_STAT_RESET_COUNT , // 112 <20> <> <EFBFBD> <EFBFBD> <20> ܾ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> Ʈ (1<> <31> 1<> <31> <EFBFBD> <EFBFBD> Ʈ <20> <> <EFBFBD> °<EFBFBD> <C2B0> <EFBFBD> )
POINT_HORSE_SKILL , // 113
POINT_MALL_ATTBONUS , // 114 <20> <> <EFBFBD> ݷ<EFBFBD> +x%
POINT_MALL_DEFBONUS , // 115 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> +x%
POINT_MALL_EXPBONUS , // 116 <20> <> <EFBFBD> <EFBFBD> ġ +x%
POINT_MALL_ITEMBONUS , // 117 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> x/10<31> <30>
POINT_MALL_GOLDBONUS , // 118 <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> x/10<31> <30>
POINT_MAX_HP_PCT , // 119 <20> ִ<EFBFBD> <D6B4> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> +x%
POINT_MAX_SP_PCT , // 120 <20> ִ<EFBFBD> <D6B4> <EFBFBD> <EFBFBD> ŷ<EFBFBD> +x%
POINT_SKILL_DAMAGE_BONUS , // 121 <20> <> ų <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> *(100+x)%
POINT_NORMAL_HIT_DAMAGE_BONUS , // 122 <20> <> Ÿ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> *(100+x)%
// DEFEND_BONUS_ATTRIBUTES
POINT_SKILL_DEFEND_BONUS , // 123 <20> <> ų <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_NORMAL_HIT_DEFEND_BONUS , // 124 <20> <> Ÿ <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
// END_OF_DEFEND_BONUS_ATTRIBUTES
// PC_BANG_ITEM_ADD
POINT_PC_BANG_EXP_BONUS , // 125 PC<50> <43> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ġ <20> <> <EFBFBD> ʽ <EFBFBD>
POINT_PC_BANG_DROP_BONUS , // 126 PC<50> <43> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> ӷ<EFBFBD> <20> <> <EFBFBD> ʽ <EFBFBD>
// END_PC_BANG_ITEM_ADD
POINT_RAMADAN_CANDY_BONUS_EXP , // <20> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ġ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_ENERGY = 128 , // 128 <20> <> <EFBFBD> <EFBFBD>
// <20> <> <EFBFBD> <EFBFBD> ui <20> <> .
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> ʱ⸸, Ŭ<> <C5AC> <EFBFBD> ̾<EFBFBD> Ʈ<EFBFBD> <C6AE> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <20> ð<EFBFBD> <C3B0> <EFBFBD> POINT<4E> <54> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϱ <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ̷<EFBFBD> <CCB7> <EFBFBD> <20> Ѵ <EFBFBD> .
// <20> <> <20> β<EFBFBD> <CEB2> <EFBFBD> <EFBFBD> <EFBFBD>
POINT_ENERGY_END_TIME = 129 , // 129 <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> ð<EFBFBD>
POINT_COSTUME_ATTR_BONUS = 130 ,
POINT_MAGIC_ATT_BONUS_PER = 131 ,
POINT_MELEE_MAGIC_ATT_BONUS_PER = 132 ,
// <20> ߰<EFBFBD> <20> Ӽ<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_ICE = 133 , // <20> ñ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> : <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ݿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_EARTH = 134 , // <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> : <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ݿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_DARK = 135 , // <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> : <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ݿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_CRITICAL = 136 , // ũ<> <C5A9> Ƽ <EFBFBD> <C6BC> <20> <> <EFBFBD> <EFBFBD> : <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ũ<> <C5A9> Ƽ <EFBFBD> <C6BC> Ȯ<> <C8AE> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
POINT_RESIST_PENETRATE = 137 , // <20> <> <EFBFBD> <EFBFBD> Ÿ<EFBFBD> <C5B8> <20> <> <EFBFBD> <EFBFBD> : <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> Ÿ<EFBFBD> <C5B8> Ȯ<> <C8AE> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
//POINT_MAX_NUM = 129 common/length.h
} ;
enum EPKModes
{
PK_MODE_PEACE ,
PK_MODE_REVENGE ,
PK_MODE_FREE ,
PK_MODE_PROTECT ,
PK_MODE_GUILD ,
PK_MODE_MAX_NUM
} ;
enum EPositions
{
POS_DEAD ,
POS_SLEEPING ,
POS_RESTING ,
POS_SITTING ,
POS_FISHING ,
POS_FIGHTING ,
POS_MOUNTING ,
POS_STANDING
} ;
enum EBlockAction
{
BLOCK_EXCHANGE = ( 1 < < 0 ) ,
BLOCK_PARTY_INVITE = ( 1 < < 1 ) ,
BLOCK_GUILD_INVITE = ( 1 < < 2 ) ,
BLOCK_WHISPER = ( 1 < < 3 ) ,
BLOCK_MESSENGER_INVITE = ( 1 < < 4 ) ,
BLOCK_PARTY_REQUEST = ( 1 < < 5 ) ,
} ;
// <Factor> Dynamically evaluated CHARACTER* equivalent.
// Referring to SCharDeadEventInfo.
struct DynamicCharacterPtr {
DynamicCharacterPtr ( ) : is_pc ( false ) , id ( 0 ) { }
DynamicCharacterPtr ( const DynamicCharacterPtr & o )
: is_pc ( o . is_pc ) , id ( o . id ) { }
// Returns the LPCHARACTER found in CHARACTER_MANAGER.
LPCHARACTER Get ( ) const ;
// Clears the current settings.
void Reset ( ) {
is_pc = false ;
id = 0 ;
}
// Basic assignment operator.
DynamicCharacterPtr & operator = ( const DynamicCharacterPtr & rhs ) {
is_pc = rhs . is_pc ;
id = rhs . id ;
return * this ;
}
// Supports assignment with LPCHARACTER type.
DynamicCharacterPtr & operator = ( LPCHARACTER character ) ;
// Supports type casting to LPCHARACTER.
operator LPCHARACTER ( ) const {
return Get ( ) ;
}
bool is_pc ;
uint32_t id ;
} ;
/* <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϴ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> */
typedef struct character_point
{
long points [ POINT_MAX_NUM ] ;
BYTE job ;
BYTE voice ;
BYTE level ;
DWORD exp ;
long gold ;
int hp ;
int sp ;
int iRandomHP ;
int iRandomSP ;
int stamina ;
BYTE skill_group ;
} CHARACTER_POINT ;
/* <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ʴ<EFBFBD> ij<> <C4B3> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> */
typedef struct character_point_instant
{
long points [ POINT_MAX_NUM ] ;
float fRot ;
int iMaxHP ;
int iMaxSP ;
long position ;
long instant_flag ;
DWORD dwAIFlag ;
DWORD dwImmuneFlag ;
DWORD dwLastShoutPulse ;
WORD parts [ PART_MAX_NUM ] ;
LPITEM pItems [ INVENTORY_AND_EQUIP_SLOT_MAX ] ;
BYTE bItemGrid [ INVENTORY_AND_EQUIP_SLOT_MAX ] ;
// <20> <> ȥ<EFBFBD> <C8A5> <20> κ<EFBFBD> <CEBA> 丮.
LPITEM pDSItems [ DRAGON_SOUL_INVENTORY_MAX_NUM ] ;
WORD wDSItemGrid [ DRAGON_SOUL_INVENTORY_MAX_NUM ] ;
// by mhh
LPITEM pCubeItems [ CUBE_MAX_NUM ] ;
LPCHARACTER pCubeNpc ;
LPCHARACTER battle_victim ;
BYTE gm_level ;
BYTE bBasePart ; // <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ȣ
int iMaxStamina ;
BYTE bBlockMode ;
int iDragonSoulActiveDeck ;
LPENTITY m_pDragonSoulRefineWindowOpener ;
} CHARACTER_POINT_INSTANT ;
# define TRIGGERPARAM LPCHARACTER ch, LPCHARACTER causer
typedef struct trigger
{
BYTE type ;
int ( * func ) ( TRIGGERPARAM ) ;
long value ;
} TRIGGER ;
class CTrigger
{
public :
CTrigger ( ) : bType ( 0 ) , pFunc ( NULL )
{
}
BYTE bType ;
int ( * pFunc ) ( TRIGGERPARAM ) ;
} ;
EVENTINFO ( char_event_info )
{
DynamicCharacterPtr ch ;
} ;
struct TSkillUseInfo
{
int iHitCount ;
int iMaxHitCount ;
int iSplashCount ;
DWORD dwNextSkillUsableTime ;
int iRange ;
bool bUsed ;
DWORD dwVID ;
bool isGrandMaster ;
boost : : unordered_map < VID , size_t > TargetVIDMap ;
TSkillUseInfo ( )
: iHitCount ( 0 ) , iMaxHitCount ( 0 ) , iSplashCount ( 0 ) , dwNextSkillUsableTime ( 0 ) , iRange ( 0 ) , bUsed ( false ) ,
dwVID ( 0 ) , isGrandMaster ( false )
{ }
bool HitOnce ( DWORD dwVnum = 0 ) ;
bool UseSkill ( bool isGrandMaster , DWORD vid , DWORD dwCooltime , int splashcount = 1 , int hitcount = - 1 , int range = - 1 ) ;
DWORD GetMainTargetVID ( ) const { return dwVID ; }
void SetMainTargetVID ( DWORD vid ) { dwVID = vid ; }
void ResetHitCount ( ) { if ( iSplashCount ) { iHitCount = iMaxHitCount ; iSplashCount - - ; } }
} ;
typedef struct packet_party_update TPacketGCPartyUpdate ;
class CExchange ;
class CSkillProto ;
class CParty ;
class CDungeon ;
class CWarMap ;
class CAffect ;
class CGuild ;
class CSafebox ;
class CArena ;
class CShop ;
typedef class CShop * LPSHOP ;
class CMob ;
class CMobInstance ;
typedef struct SMobSkillInfo TMobSkillInfo ;
//SKILL_POWER_BY_LEVEL
extern int GetSkillPowerByLevelFromType ( int job , int skillgroup , int skilllevel ) ;
//END_SKILL_POWER_BY_LEVEL
namespace marriage
{
class WeddingMap ;
}
enum e_overtime
{
OT_NONE ,
OT_3HOUR ,
OT_5HOUR ,
} ;
class CHARACTER : public CEntity , public CFSM , public CHorseRider
{
protected :
//////////////////////////////////////////////////////////////////////////////////
// Entity <20> <> <EFBFBD> <EFBFBD>
virtual void EncodeInsertPacket ( LPENTITY entity ) ;
virtual void EncodeRemovePacket ( LPENTITY entity ) ;
//////////////////////////////////////////////////////////////////////////////////
public :
LPCHARACTER FindCharacterInView ( const char * name , bool bFindPCOnly ) ;
void UpdatePacket ( ) ;
//////////////////////////////////////////////////////////////////////////////////
// FSM (Finite State Machine) <20> <> <EFBFBD> <EFBFBD>
protected :
CStateTemplate < CHARACTER > m_stateMove ;
CStateTemplate < CHARACTER > m_stateBattle ;
CStateTemplate < CHARACTER > m_stateIdle ;
public :
virtual void StateMove ( ) ;
virtual void StateBattle ( ) ;
virtual void StateIdle ( ) ;
virtual void StateFlag ( ) ;
virtual void StateFlagBase ( ) ;
void StateHorse ( ) ;
protected :
// STATE_IDLE_REFACTORING
void __StateIdle_Monster ( ) ;
void __StateIdle_Stone ( ) ;
void __StateIdle_NPC ( ) ;
// END_OF_STATE_IDLE_REFACTORING
public :
DWORD GetAIFlag ( ) const { return m_pointsInstant . dwAIFlag ; }
void SetAggressive ( ) ;
bool IsAggressive ( ) const ;
void SetCoward ( ) ;
bool IsCoward ( ) const ;
void CowardEscape ( ) ;
void SetNoAttackShinsu ( ) ;
bool IsNoAttackShinsu ( ) const ;
void SetNoAttackChunjo ( ) ;
bool IsNoAttackChunjo ( ) const ;
void SetNoAttackJinno ( ) ;
bool IsNoAttackJinno ( ) const ;
void SetAttackMob ( ) ;
bool IsAttackMob ( ) const ;
virtual void BeginStateEmpty ( ) ;
virtual void EndStateEmpty ( ) { }
void RestartAtSamePos ( ) ;
protected :
DWORD m_dwStateDuration ;
//////////////////////////////////////////////////////////////////////////////////
public :
CHARACTER ( ) ;
virtual ~ CHARACTER ( ) ;
void Create ( const char * c_pszName , DWORD vid , bool isPC ) ;
void Destroy ( ) ;
void Disconnect ( const char * c_pszReason ) ;
protected :
void Initialize ( ) ;
//////////////////////////////////////////////////////////////////////////////////
// Basic Points
public :
DWORD GetPlayerID ( ) const { return m_dwPlayerID ; }
void SetPlayerProto ( const TPlayerTable * table ) ;
void CreatePlayerProto ( TPlayerTable & tab ) ; // <20> <> <EFBFBD> <EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD>
void SetProto ( const CMob * c_pkMob ) ;
WORD GetRaceNum ( ) const ;
void Save ( ) ; // DelayedSave
void SaveReal ( ) ; // <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
void FlushDelayedSaveItem ( ) ;
const char * GetName ( ) const ;
const VID & GetVID ( ) const { return m_vid ; }
void SetName ( const std : : string & name ) { m_stName = name ; }
void SetRace ( BYTE race ) ;
bool ChangeSex ( ) ;
DWORD GetAID ( ) const ;
int GetChangeEmpireCount ( ) const ;
void SetChangeEmpireCount ( ) ;
int ChangeEmpire ( BYTE empire ) ;
BYTE GetJob ( ) const ;
BYTE GetCharType ( ) const ;
bool IsPC ( ) const { return GetDesc ( ) ? true : false ; }
bool IsNPC ( ) const { return m_bCharType ! = CHAR_TYPE_PC ; }
bool IsMonster ( ) const { return m_bCharType = = CHAR_TYPE_MONSTER ; }
bool IsStone ( ) const { return m_bCharType = = CHAR_TYPE_STONE ; }
bool IsDoor ( ) const { return m_bCharType = = CHAR_TYPE_DOOR ; }
bool IsBuilding ( ) const { return m_bCharType = = CHAR_TYPE_BUILDING ; }
bool IsWarp ( ) const { return m_bCharType = = CHAR_TYPE_WARP ; }
bool IsGoto ( ) const { return m_bCharType = = CHAR_TYPE_GOTO ; }
// bool IsPet() const { return m_bCharType == CHAR_TYPE_PET; }
DWORD GetLastShoutPulse ( ) const { return m_pointsInstant . dwLastShoutPulse ; }
void SetLastShoutPulse ( DWORD pulse ) { m_pointsInstant . dwLastShoutPulse = pulse ; }
int GetLevel ( ) const { return m_points . level ; }
void SetLevel ( BYTE level ) ;
BYTE GetGMLevel ( ) const ;
BOOL IsGM ( ) const ;
void SetGMLevel ( ) ;
DWORD GetExp ( ) const { return m_points . exp ; }
void SetExp ( DWORD exp ) { m_points . exp = exp ; }
DWORD GetNextExp ( ) const ;
LPCHARACTER DistributeExp ( ) ; // <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
void DistributeHP ( LPCHARACTER pkKiller ) ;
void DistributeSP ( LPCHARACTER pkKiller , int iMethod = 0 ) ;
void SetPosition ( int pos ) ;
bool IsPosition ( int pos ) const { return m_pointsInstant . position = = pos ? true : false ; }
int GetPosition ( ) const { return m_pointsInstant . position ; }
void SetPart ( BYTE bPartPos , WORD wVal ) ;
WORD GetPart ( BYTE bPartPos ) const ;
WORD GetOriginalPart ( BYTE bPartPos ) const ;
void SetHP ( int hp ) { m_points . hp = hp ; }
int GetHP ( ) const { return m_points . hp ; }
void SetSP ( int sp ) { m_points . sp = sp ; }
int GetSP ( ) const { return m_points . sp ; }
void SetStamina ( int stamina ) { m_points . stamina = stamina ; }
int GetStamina ( ) const { return m_points . stamina ; }
void SetMaxHP ( int iVal ) { m_pointsInstant . iMaxHP = iVal ; }
int GetMaxHP ( ) const { return m_pointsInstant . iMaxHP ; }
void SetMaxSP ( int iVal ) { m_pointsInstant . iMaxSP = iVal ; }
int GetMaxSP ( ) const { return m_pointsInstant . iMaxSP ; }
void SetMaxStamina ( int iVal ) { m_pointsInstant . iMaxStamina = iVal ; }
int GetMaxStamina ( ) const { return m_pointsInstant . iMaxStamina ; }
void SetRandomHP ( int v ) { m_points . iRandomHP = v ; }
void SetRandomSP ( int v ) { m_points . iRandomSP = v ; }
int GetRandomHP ( ) const { return m_points . iRandomHP ; }
int GetRandomSP ( ) const { return m_points . iRandomSP ; }
int GetHPPct ( ) const ;
void SetRealPoint ( BYTE idx , int val ) ;
int GetRealPoint ( BYTE idx ) const ;
void SetPoint ( BYTE idx , int val ) ;
int GetPoint ( BYTE idx ) const ;
int GetLimitPoint ( BYTE idx ) const ;
int GetPolymorphPoint ( BYTE idx ) const ;
const TMobTable & GetMobTable ( ) const ;
BYTE GetMobRank ( ) const ;
BYTE GetMobBattleType ( ) const ;
BYTE GetMobSize ( ) const ;
DWORD GetMobDamageMin ( ) const ;
DWORD GetMobDamageMax ( ) const ;
WORD GetMobAttackRange ( ) const ;
DWORD GetMobDropItemVnum ( ) const ;
float GetMobDamageMultiply ( ) const ;
// NEWAI
bool IsBerserker ( ) const ;
bool IsBerserk ( ) const ;
void SetBerserk ( bool mode ) ;
bool IsStoneSkinner ( ) const ;
bool IsGodSpeeder ( ) const ;
bool IsGodSpeed ( ) const ;
void SetGodSpeed ( bool mode ) ;
bool IsDeathBlower ( ) const ;
bool IsDeathBlow ( ) const ;
bool IsReviver ( ) const ;
bool HasReviverInParty ( ) const ;
bool IsRevive ( ) const ;
void SetRevive ( bool mode ) ;
// NEWAI END
bool IsRaceFlag ( DWORD dwBit ) const ;
bool IsSummonMonster ( ) const ;
DWORD GetSummonVnum ( ) const ;
DWORD GetPolymorphItemVnum ( ) const ;
DWORD GetMonsterDrainSPPoint ( ) const ;
void MainCharacterPacket ( ) ; // <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ij<EFBFBD> <C4B3> <EFBFBD> Ͷ<EFBFBD> <CDB6> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ش<EFBFBD> .
void ComputePoints ( ) ;
void ComputeBattlePoints ( ) ;
void PointChange ( BYTE type , int amount , bool bAmount = false , bool bBroadcast = false ) ;
void PointsPacket ( ) ;
void ApplyPoint ( BYTE bApplyType , int iVal ) ;
void CheckMaximumPoints ( ) ; // HP, SP <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> ִ밪 <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ˻<EFBFBD> <CBBB> ϰ<EFBFBD> <20> <> <EFBFBD> ٸ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> .
bool Show ( long lMapIndex , long x , long y , long z = LONG_MAX , bool bShowSpawnMotion = false ) ;
void Sitdown ( int is_ground ) ;
void Standup ( ) ;
void SetRotation ( float fRot ) ;
void SetRotationToXY ( long x , long y ) ;
float GetRotation ( ) const { return m_pointsInstant . fRot ; }
void MotionPacketEncode ( BYTE motion , LPCHARACTER victim , struct packet_motion * packet ) ;
void Motion ( BYTE motion , LPCHARACTER victim = NULL ) ;
void ChatPacket ( BYTE type , const char * format , . . . ) ;
void MonsterChat ( BYTE bMonsterChatType ) ;
void SendGreetMessage ( ) ;
void ResetPoint ( int iLv ) ;
void SetBlockMode ( BYTE bFlag ) ;
void SetBlockModeForce ( BYTE bFlag ) ;
bool IsBlockMode ( BYTE bFlag ) const { return ( m_pointsInstant . bBlockMode & bFlag ) ? true : false ; }
bool IsPolymorphed ( ) const { return m_dwPolymorphRace > 0 ; }
bool IsPolyMaintainStat ( ) const { return m_bPolyMaintainStat ; } // <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϴ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> .
void SetPolymorph ( DWORD dwRaceNum , bool bMaintainStat = false ) ;
DWORD GetPolymorphVnum ( ) const { return m_dwPolymorphRace ; }
int GetPolymorphPower ( ) const ;
// FISING
void fishing ( ) ;
void fishing_take ( ) ;
// END_OF_FISHING
// MINING
void mining ( LPCHARACTER chLoad ) ;
void mining_cancel ( ) ;
void mining_take ( ) ;
// END_OF_MINING
void ResetPlayTime ( DWORD dwTimeRemain = 0 ) ;
void CreateFly ( BYTE bType , LPCHARACTER pkVictim ) ;
void ResetChatCounter ( ) ;
BYTE IncreaseChatCounter ( ) ;
BYTE GetChatCounter ( ) const ;
protected :
DWORD m_dwPolymorphRace ;
bool m_bPolyMaintainStat ;
DWORD m_dwLoginPlayTime ;
DWORD m_dwPlayerID ;
VID m_vid ;
std : : string m_stName ;
BYTE m_bCharType ;
CHARACTER_POINT m_points ;
CHARACTER_POINT_INSTANT m_pointsInstant ;
int m_iMoveCount ;
DWORD m_dwPlayStartTime ;
BYTE m_bAddChrState ;
bool m_bSkipSave ;
std : : string m_stMobile ;
char m_szMobileAuth [ 5 ] ;
BYTE m_bChatCounter ;
// End of Basic Points
//////////////////////////////////////////////////////////////////////////////////
// Move & Synchronize Positions
//////////////////////////////////////////////////////////////////////////////////
public :
bool IsStateMove ( ) const { return IsState ( ( CState & ) m_stateMove ) ; }
bool IsStateIdle ( ) const { return IsState ( ( CState & ) m_stateIdle ) ; }
bool IsWalking ( ) const { return m_bNowWalking | | GetStamina ( ) < = 0 ; }
void SetWalking ( bool bWalkFlag ) { m_bWalking = bWalkFlag ; }
void SetNowWalking ( bool bWalkFlag ) ;
void ResetWalking ( ) { SetNowWalking ( m_bWalking ) ; }
bool Goto ( long x , long y ) ; // <20> ٷ<EFBFBD> <20> ̵<EFBFBD> <20> <> Ű<EFBFBD> <C5B0> <20> ʰ<EFBFBD> <20> <> ǥ <20> <> ġ<EFBFBD> <C4A1> BLENDING <20> <> Ų<EFBFBD> <C5B2> .
void Stop ( ) ;
bool CanMove ( ) const ; // <20> ̵<EFBFBD> <CCB5> <EFBFBD> <20> <> <20> ִ°<D6B4> ?
void SyncPacket ( ) ;
bool Sync ( long x , long y ) ; // <20> <> <EFBFBD> <EFBFBD> <20> <> <20> ҵ<DEBC> <D2B5> <EFBFBD> <20> ̵<EFBFBD> <20> Ѵ <EFBFBD> (<28> <> <20> <> <20> <> <EFBFBD> ǿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> ̵<EFBFBD> <20> Ұ<EFBFBD> <D2B0> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> )
bool Move ( long x , long y ) ; // <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ˻<EFBFBD> <CBBB> ϰ<EFBFBD> Sync <20> ҵ带 <20> <> <EFBFBD> <EFBFBD> <20> ̵<EFBFBD> <20> Ѵ <EFBFBD> .
void OnMove ( bool bIsAttack = false ) ; // <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϶<EFBFBD> <20> Ҹ<EFBFBD> <D2B8> <EFBFBD> . Move() <20> ҵ<DEBC> <20> ̿ܿ<CCBF> <DCBF> <EFBFBD> <EFBFBD> <EFBFBD> <20> Ҹ<EFBFBD> <20> <> <20> ִ<EFBFBD> .
DWORD GetMotionMode ( ) const ;
float GetMoveMotionSpeed ( ) const ;
float GetMoveSpeed ( ) const ;
void CalculateMoveDuration ( ) ;
void SendMovePacket ( BYTE bFunc , BYTE bArg , DWORD x , DWORD y , DWORD dwDuration , DWORD dwTime = 0 , int iRot = - 1 ) ;
DWORD GetCurrentMoveDuration ( ) const { return m_dwMoveDuration ; }
DWORD GetWalkStartTime ( ) const { return m_dwWalkStartTime ; }
DWORD GetLastMoveTime ( ) const { return m_dwLastMoveTime ; }
DWORD GetLastAttackTime ( ) const { return m_dwLastAttackTime ; }
void SetLastAttacked ( DWORD time ) ; // <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> ݹ<EFBFBD> <DDB9> <EFBFBD> <20> ð<EFBFBD> <20> <> <20> <> ġ<EFBFBD> <C4A1> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
bool SetSyncOwner ( LPCHARACTER ch , bool bRemoveFromList = true ) ;
bool IsSyncOwner ( LPCHARACTER ch ) const ;
bool WarpSet ( long x , long y , long lRealMapIndex = 0 ) ;
void SetWarpLocation ( long lMapIndex , long x , long y ) ;
void WarpEnd ( ) ;
const PIXEL_POSITION & GetWarpPosition ( ) const { return m_posWarp ; }
bool WarpToPID ( DWORD dwPID ) ;
void SaveExitLocation ( ) ;
void ExitToSavedLocation ( ) ;
void StartStaminaConsume ( ) ;
void StopStaminaConsume ( ) ;
bool IsStaminaConsume ( ) const ;
bool IsStaminaHalfConsume ( ) const ;
void ResetStopTime ( ) ;
DWORD GetStopTime ( ) const ;
protected :
void ClearSync ( ) ;
float m_fSyncTime ;
LPCHARACTER m_pkChrSyncOwner ;
CHARACTER_LIST m_kLst_pkChrSyncOwned ; // <20> <> <EFBFBD> <EFBFBD> SyncOwner<65> <72> <20> ڵ<EFBFBD>
PIXEL_POSITION m_posDest ;
PIXEL_POSITION m_posStart ;
PIXEL_POSITION m_posWarp ;
long m_lWarpMapIndex ;
PIXEL_POSITION m_posExit ;
long m_lExitMapIndex ;
DWORD m_dwMoveStartTime ;
DWORD m_dwMoveDuration ;
DWORD m_dwLastMoveTime ;
DWORD m_dwLastAttackTime ;
DWORD m_dwWalkStartTime ;
DWORD m_dwStopTime ;
bool m_bWalking ;
bool m_bNowWalking ;
bool m_bStaminaConsume ;
// End
// Quickslot <20> <> <EFBFBD> <EFBFBD>
public :
void SyncQuickslot ( BYTE bType , BYTE bOldPos , BYTE bNewPos ) ;
bool GetQuickslot ( BYTE pos , TQuickslot * * ppSlot ) ;
bool SetQuickslot ( BYTE pos , TQuickslot & rSlot ) ;
bool DelQuickslot ( BYTE pos ) ;
bool SwapQuickslot ( BYTE a , BYTE b ) ;
void ChainQuickslotItem ( LPITEM pItem , BYTE bType , BYTE bOldPos ) ;
protected :
TQuickslot m_quickslot [ QUICKSLOT_MAX_NUM ] ;
////////////////////////////////////////////////////////////////////////////////////////
// Affect
public :
void StartAffectEvent ( ) ;
void ClearAffect ( bool bSave = false ) ;
void ComputeAffect ( CAffect * pkAff , bool bAdd ) ;
bool AddAffect ( DWORD dwType , BYTE bApplyOn , long lApplyValue , DWORD dwFlag , long lDuration , long lSPCost , bool bOverride , bool IsCube = false ) ;
void RefreshAffect ( ) ;
bool RemoveAffect ( DWORD dwType ) ;
bool IsAffectFlag ( DWORD dwAff ) const ;
bool UpdateAffect ( ) ; // called from EVENT
int ProcessAffect ( ) ;
void LoadAffect ( DWORD dwCount , TPacketAffectElement * pElements ) ;
void SaveAffect ( ) ;
// Affect loading<6E> <67> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ΰ<EFBFBD> ?
bool IsLoadedAffect ( ) const { return m_bIsLoadedAffect ; }
bool IsGoodAffect ( BYTE bAffectType ) const ;
void RemoveGoodAffect ( ) ;
void RemoveBadAffect ( ) ;
CAffect * FindAffect ( DWORD dwType , BYTE bApply = APPLY_NONE ) const ;
const std : : list < CAffect * > & GetAffectContainer ( ) const { return m_list_pkAffect ; }
bool RemoveAffect ( CAffect * pkAff ) ;
protected :
bool m_bIsLoadedAffect ;
TAffectFlag m_afAffectFlag ;
std : : list < CAffect * > m_list_pkAffect ;
public :
// PARTY_JOIN_BUG_FIX
void SetParty ( LPPARTY pkParty ) ;
LPPARTY GetParty ( ) const { return m_pkParty ; }
bool RequestToParty ( LPCHARACTER leader ) ;
void DenyToParty ( LPCHARACTER member ) ;
void AcceptToParty ( LPCHARACTER member ) ;
/// <20> ڽ<EFBFBD> <DABD> <EFBFBD> <20> <> Ƽ <EFBFBD> <C6BC> <20> ٸ<EFBFBD> character <20> <> <20> ʴ<EFBFBD> <CAB4> Ѵ <EFBFBD> .
/**
* @ param pchInvitee <EFBFBD> ʴ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> character . <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ̾ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
*
* <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> character <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ° <EFBFBD> <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> <EFBFBD> ʴ <EFBFBD> <EFBFBD> ϰ <EFBFBD> <EFBFBD> ʴ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ִ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ° <EFBFBD> <EFBFBD> ƴ ϶ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ʴ <EFBFBD> <EFBFBD> ϴ <EFBFBD> ij <EFBFBD> <EFBFBD> <EFBFBD> Ϳ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ش <EFBFBD> <EFBFBD> ϴ <EFBFBD> ä <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
*/
void PartyInvite ( LPCHARACTER pchInvitee ) ;
/// <20> ʴ<EFBFBD> <CAB4> ߴ <EFBFBD> character <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ó<> <C3B3> <EFBFBD> Ѵ <EFBFBD> .
/**
* @ param pchInvitee <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> character . <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ̾ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
*
* pchInvitee <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ִ <EFBFBD> <EFBFBD> <EFBFBD> Ȳ <EFBFBD> <EFBFBD> <EFBFBD> ƴ ϶ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ش <EFBFBD> <EFBFBD> ϴ <EFBFBD> ä <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
*/
void PartyInviteAccept ( LPCHARACTER pchInvitee ) ;
/// <20> ʴ<EFBFBD> <CAB4> ߴ <EFBFBD> character <20> <> <20> ʴ<EFBFBD> <20> źθ<C5BA> ó<> <C3B3> <EFBFBD> Ѵ <EFBFBD> .
/**
* @ param [ in ] dwPID <EFBFBD> ʴ <EFBFBD> <EFBFBD> ߴ <EFBFBD> character <EFBFBD> <EFBFBD> PID
*/
void PartyInviteDeny ( DWORD dwPID ) ;
bool BuildUpdatePartyPacket ( TPacketGCPartyUpdate & out ) ;
int GetLeadershipSkillLevel ( ) const ;
bool CanSummon ( int iLeaderShip ) ;
void SetPartyRequestEvent ( LPEVENT pkEvent ) { m_pkPartyRequestEvent = pkEvent ; }
protected :
/// <20> <> Ƽ <EFBFBD> <C6BC> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
/**
* @ param pkLeader <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
*/
void PartyJoin ( LPCHARACTER pkLeader ) ;
/**
* <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ڵ <EFBFBD> .
* Error code <EFBFBD> <EFBFBD> <EFBFBD> ð <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ΰ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> 氡 <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ( mutable ) type <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ( static ) type <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> .
* Error code <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> PERR_SEPARATOR <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> 氡 <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> type <EFBFBD> ̰ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> type <EFBFBD> ̴ <EFBFBD> .
*/
enum PartyJoinErrCode {
PERR_NONE = 0 , ///< ó<> <C3B3> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
PERR_SERVER , ///< <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> Ƽ <EFBFBD> <C6BC> <EFBFBD> <EFBFBD> ó<> <C3B3> <20> Ұ<EFBFBD>
PERR_DUNGEON , ///< ij<> <C4B3> <EFBFBD> Ͱ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
PERR_OBSERVER , ///< <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
PERR_LVBOUNDARY , ///< <20> <> <EFBFBD> <EFBFBD> ij<> <C4B3> <EFBFBD> Ϳ <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ̰<EFBFBD> <20> <>
PERR_LOWLEVEL , ///< <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <C6BC> <20> ְ<EFBFBD> <D6B0> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> 30<33> <30> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
PERR_HILEVEL , ///< <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <C6BC> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> 30<33> <30> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
PERR_ALREADYJOIN , ///< <20> <> Ƽ <EFBFBD> <C6BC> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ij<> <C4B3> <EFBFBD> Ͱ<EFBFBD> <20> ̹<EFBFBD> <20> <> Ƽ <EFBFBD> <C6BC>
PERR_PARTYISFULL , ///< <20> <> Ƽ <EFBFBD> ο <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> ʰ<EFBFBD>
PERR_SEPARATOR , ///< Error type separator.
PERR_DIFFEMPIRE , ///< <20> <> <EFBFBD> <EFBFBD> ij<> <C4B3> <EFBFBD> Ϳ <EFBFBD> <20> ٸ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
PERR_MAX ///< Error code <20> ְ<EFBFBD> ġ. <20> <> <20> տ<EFBFBD> Error code <20> <> <20> ߰<EFBFBD> <DFB0> Ѵ <EFBFBD> .
} ;
/// <20> <> Ƽ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ̳<EFBFBD> <20> Ἲ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ˻<EFBFBD> <CBBB> Ѵ <EFBFBD> .
/**
* @ param pchLeader <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> leader <EFBFBD> ̰ ų <EFBFBD> <EFBFBD> ʴ <EFBFBD> <EFBFBD> <EFBFBD> character
* @ param pchGuest <EFBFBD> ʴ <EFBFBD> <EFBFBD> <EFBFBD> character
* @ return <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> PartyJoinErrCode <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ȯ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ִ <EFBFBD> .
*/
static PartyJoinErrCode IsPartyJoinableCondition ( const LPCHARACTER pchLeader , const LPCHARACTER pchGuest ) ;
/// <20> <> Ƽ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ̳<EFBFBD> <20> Ἲ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ˻<EFBFBD> <CBBB> Ѵ <EFBFBD> .
/**
* @ param pchLeader <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> leader <EFBFBD> ̰ ų <EFBFBD> <EFBFBD> ʴ <EFBFBD> <EFBFBD> <EFBFBD> character
* @ param pchGuest <EFBFBD> ʴ <EFBFBD> <EFBFBD> <EFBFBD> character
* @ return mutable type <EFBFBD> <EFBFBD> code <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ȯ <EFBFBD> Ѵ <EFBFBD> .
*/
static PartyJoinErrCode IsPartyJoinableMutableCondition ( const LPCHARACTER pchLeader , const LPCHARACTER pchGuest ) ;
LPPARTY m_pkParty ;
DWORD m_dwLastDeadTime ;
LPEVENT m_pkPartyRequestEvent ;
/**
* <EFBFBD> <EFBFBD> Ƽ <EFBFBD> <EFBFBD> û Event map .
* key : <EFBFBD> ʴ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ij <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> PID
* value : event <EFBFBD> <EFBFBD> pointer
*
* <EFBFBD> ʴ <EFBFBD> <EFBFBD> <EFBFBD> ij <EFBFBD> <EFBFBD> <EFBFBD> ͵ 鿡 <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> event map .
*/
typedef std : : map < DWORD , LPEVENT > EventMap ;
EventMap m_PartyInviteEventMap ;
// END_OF_PARTY_JOIN_BUG_FIX
////////////////////////////////////////////////////////////////////////////////////////
// Dungeon
public :
void SetDungeon ( LPDUNGEON pkDungeon ) ;
LPDUNGEON GetDungeon ( ) const { return m_pkDungeon ; }
LPDUNGEON GetDungeonForce ( ) const ;
protected :
LPDUNGEON m_pkDungeon ;
int m_iEventAttr ;
////////////////////////////////////////////////////////////////////////////////////////
// Guild
public :
void SetGuild ( CGuild * pGuild ) ;
CGuild * GetGuild ( ) const { return m_pGuild ; }
void SetWarMap ( CWarMap * pWarMap ) ;
CWarMap * GetWarMap ( ) const { return m_pWarMap ; }
protected :
CGuild * m_pGuild ;
DWORD m_dwUnderGuildWarInfoMessageTime ;
CWarMap * m_pWarMap ;
////////////////////////////////////////////////////////////////////////////////////////
// Item related
public :
bool CanHandleItem ( bool bSkipRefineCheck = false , bool bSkipObserver = false ) ; // <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <20> <> <20> ִ°<D6B4> ?
bool IsItemLoaded ( ) const { return m_bItemLoaded ; }
void SetItemLoaded ( ) { m_bItemLoaded = true ; }
void ClearItem ( ) ;
void SetItem ( TItemPos Cell , LPITEM item ) ;
LPITEM GetItem ( TItemPos Cell ) const ;
LPITEM GetInventoryItem ( WORD wCell ) const ;
bool IsEmptyItemGrid ( TItemPos Cell , BYTE size , int iExceptionCell = - 1 ) const ;
void SetWear ( BYTE bCell , LPITEM item ) ;
LPITEM GetWear ( BYTE bCell ) const ;
// MYSHOP_PRICE_LIST
void UseSilkBotary ( void ) ; /// <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
/// DB ij<> ÷<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> ƿ<DEBE> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> Ʈ<EFBFBD> <C6AE> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϰ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ó<> <C3B3> <EFBFBD> Ѵ <EFBFBD> .
/**
* @ param [ in ] p <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ʈ <EFBFBD> <EFBFBD> Ŷ
*
* <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ó <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> UseSilkBotary <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> DB ij <EFBFBD> ÷ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ʈ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> û <EFBFBD> ϰ <EFBFBD>
* <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Լ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ܺ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ó <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
*/
void UseSilkBotaryReal ( const TPacketMyshopPricelistHeader * p ) ;
// END_OF_MYSHOP_PRICE_LIST
bool UseItemEx ( LPITEM item , TItemPos DestCell ) ;
bool UseItem ( TItemPos Cell , TItemPos DestCell = NPOS ) ;
// ADD_REFINE_BUILDING
bool IsRefineThroughGuild ( ) const ;
CGuild * GetRefineGuild ( ) const ;
int ComputeRefineFee ( int iCost , int iMultiply = 5 ) const ;
void PayRefineFee ( int iTotalMoney ) ;
void SetRefineNPC ( LPCHARACTER ch ) ;
// END_OF_ADD_REFINE_BUILDING
bool RefineItem ( LPITEM pkItem , LPITEM pkTarget ) ;
bool DropItem ( TItemPos Cell , BYTE bCount = 0 ) ;
bool GiveRecallItem ( LPITEM item ) ;
void ProcessRecallItem ( LPITEM item ) ;
// void PotionPacket(int iPotionType);
void EffectPacket ( int enumEffectType ) ;
void SpecificEffectPacket ( const char filename [ 128 ] ) ;
// ADD_MONSTER_REFINE
bool DoRefine ( LPITEM item , bool bMoneyOnly = false ) ;
// END_OF_ADD_MONSTER_REFINE
bool DoRefineWithScroll ( LPITEM item ) ;
bool RefineInformation ( BYTE bCell , BYTE bType , int iAdditionalCell = - 1 ) ;
void SetRefineMode ( int iAdditionalCell = - 1 ) ;
void ClearRefineMode ( ) ;
bool GiveItem ( LPCHARACTER victim , TItemPos Cell ) ;
bool CanReceiveItem ( LPCHARACTER from , LPITEM item ) const ;
void ReceiveItem ( LPCHARACTER from , LPITEM item ) ;
bool GiveItemFromSpecialItemGroup ( DWORD dwGroupNum , std : : vector < DWORD > & dwItemVnums ,
std : : vector < DWORD > & dwItemCounts , std : : vector < LPITEM > & item_gets , int & count ) ;
bool MoveItem ( TItemPos pos , TItemPos change_pos , BYTE num ) ;
bool PickupItem ( DWORD vid ) ;
bool EquipItem ( LPITEM item , int iCandidateCell = - 1 ) ;
bool UnequipItem ( LPITEM item ) ;
// <20> <> <EFBFBD> <EFBFBD> item<65> <6D> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <20> ִ<EFBFBD> <20> <> Ȯ<> <C8AE> <EFBFBD> ϰ<EFBFBD> , <20> Ұ<EFBFBD> <D2B0> <EFBFBD> <20> ϴٸ<CFB4> ij<> <C4B3> <EFBFBD> Ϳ <EFBFBD> <CDBF> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ˷<EFBFBD> <CBB7> ִ<EFBFBD> <20> Լ<EFBFBD>
bool CanEquipNow ( const LPITEM item , const TItemPos & srcCell = NPOS , const TItemPos & destCell = NPOS ) ;
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> item<65> <6D> <20> <> <EFBFBD> <EFBFBD> <20> <> <20> ִ<EFBFBD> <20> <> Ȯ<> <C8AE> <EFBFBD> ϰ<EFBFBD> , <20> Ұ<EFBFBD> <D2B0> <EFBFBD> <20> ϴٸ<CFB4> ij<> <C4B3> <EFBFBD> Ϳ <EFBFBD> <CDBF> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ˷<EFBFBD> <CBB7> ִ<EFBFBD> <20> Լ<EFBFBD>
bool CanUnequipNow ( const LPITEM item , const TItemPos & srcCell = NPOS , const TItemPos & destCell = NPOS ) ;
bool SwapItem ( BYTE bCell , BYTE bDestCell ) ;
LPITEM AutoGiveItem ( DWORD dwItemVnum , BYTE bCount = 1 , int iRarePct = - 1 , bool bMsg = true ) ;
void AutoGiveItem ( LPITEM item , bool longOwnerShip = false ) ;
int GetEmptyInventory ( BYTE size ) const ;
int GetEmptyDragonSoulInventory ( LPITEM pItem ) const ;
void CopyDragonSoulItemGrid ( std : : vector < WORD > & vDragonSoulItemGrid ) const ;
int CountEmptyInventory ( ) const ;
int CountSpecifyItem ( DWORD vnum ) const ;
void RemoveSpecifyItem ( DWORD vnum , DWORD count = 1 ) ;
LPITEM FindSpecifyItem ( DWORD vnum ) const ;
LPITEM FindItemByID ( DWORD id ) const ;
int CountSpecifyTypeItem ( BYTE type ) const ;
void RemoveSpecifyTypeItem ( BYTE type , DWORD count = 1 ) ;
bool IsEquipUniqueItem ( DWORD dwItemVnum ) const ;
// CHECK_UNIQUE_GROUP
bool IsEquipUniqueGroup ( DWORD dwGroupVnum ) const ;
// END_OF_CHECK_UNIQUE_GROUP
void SendEquipment ( LPCHARACTER ch ) ;
// End of Item
protected :
/// <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ۿ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
/**
* @ param [ in ] dwItemVnum <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> vnum
* @ param [ in ] dwItemPrice <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
*/
void SendMyShopPriceListCmd ( DWORD dwItemVnum , DWORD dwItemPrice ) ;
bool m_bNoOpenedShop ; ///< <20> ̹<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <20> <> <EFBFBD> λ<EFBFBD> <CEBB> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD> <20> ִ<EFBFBD> <D6B4> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> (<28> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> ٸ<EFBFBD> true)
bool m_bItemLoaded ;
int m_iRefineAdditionalCell ;
bool m_bUnderRefine ;
DWORD m_dwRefineNPCVID ;
public :
////////////////////////////////////////////////////////////////////////////////////////
// Money related
INT GetGold ( ) const { return m_points . gold ; }
void SetGold ( INT gold ) { m_points . gold = gold ; }
bool DropGold ( INT gold ) ;
INT GetAllowedGold ( ) const ;
void GiveGold ( INT iAmount ) ; // <20> <> Ƽ <EFBFBD> <C6BC> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> Ƽ <20> й<EFBFBD> , <20> α <EFBFBD> <20> <> <EFBFBD> <EFBFBD> ó<> <C3B3>
// End of Money
////////////////////////////////////////////////////////////////////////////////////////
// Shop related
public :
void SetShop ( LPSHOP pkShop ) ;
LPSHOP GetShop ( ) const { return m_pkShop ; }
void ShopPacket ( BYTE bSubHeader ) ;
void SetShopOwner ( LPCHARACTER ch ) { m_pkChrShopOwner = ch ; }
LPCHARACTER GetShopOwner ( ) const { return m_pkChrShopOwner ; }
void OpenMyShop ( const char * c_pszSign , TShopItemTable * pTable , BYTE bItemCount ) ;
LPSHOP GetMyShop ( ) const { return m_pkMyShop ; }
void CloseMyShop ( ) ;
protected :
LPSHOP m_pkShop ;
LPSHOP m_pkMyShop ;
std : : string m_stShopSign ;
LPCHARACTER m_pkChrShopOwner ;
// End of shop
////////////////////////////////////////////////////////////////////////////////////////
// Exchange related
public :
bool ExchangeStart ( LPCHARACTER victim ) ;
void SetExchange ( CExchange * pkExchange ) ;
CExchange * GetExchange ( ) const { return m_pkExchange ; }
protected :
CExchange * m_pkExchange ;
// End of Exchange
////////////////////////////////////////////////////////////////////////////////////////
// Battle
public :
struct TBattleInfo
{
int iTotalDamage ;
int iAggro ;
TBattleInfo ( int iTot , int iAggr )
: iTotalDamage ( iTot ) , iAggro ( iAggr )
{ }
} ;
typedef std : : map < VID , TBattleInfo > TDamageMap ;
typedef struct SAttackLog
{
DWORD dwVID ;
DWORD dwTime ;
} AttackLog ;
bool Damage ( LPCHARACTER pAttacker , int dam , EDamageType type = DAMAGE_TYPE_NORMAL ) ;
bool __Profile__Damage ( LPCHARACTER pAttacker , int dam , EDamageType type = DAMAGE_TYPE_NORMAL ) ;
void DeathPenalty ( BYTE bExpLossPercent ) ;
void ReviveInvisible ( int iDur ) ;
bool Attack ( LPCHARACTER pkVictim , BYTE bType = 0 ) ;
bool IsAlive ( ) const { return m_pointsInstant . position = = POS_DEAD ? false : true ; }
bool CanFight ( ) const ;
bool CanBeginFight ( ) const ;
void BeginFight ( LPCHARACTER pkVictim ) ; // pkVictimr<6D> <72> <20> ο <EFBFBD> <CEBF> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> . (<28> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> , <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <20> ֳ<EFBFBD> üũ<C3BC> Ϸ<EFBFBD> <CFB7> <EFBFBD> CanBeginFight<68> <74> <20> <> <EFBFBD> <EFBFBD> )
bool CounterAttack ( LPCHARACTER pkChr ) ; // <20> ݰ<EFBFBD> <DDB0> ϱ <EFBFBD> (<28> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> )
bool IsStun ( ) const ;
void Stun ( ) ;
bool IsDead ( ) const ;
void Dead ( LPCHARACTER pkKiller = NULL , bool bImmediateDead = false ) ;
void Reward ( bool bItemDrop ) ;
void RewardGold ( LPCHARACTER pkAttacker ) ;
bool Shoot ( BYTE bType ) ;
void FlyTarget ( DWORD dwTargetVID , long x , long y , BYTE bHeader ) ;
void ForgetMyAttacker ( ) ;
void AggregateMonster ( ) ;
void AttractRanger ( ) ;
void PullMonster ( ) ;
int GetArrowAndBow ( LPITEM * ppkBow , LPITEM * ppkArrow , int iArrowCount = 1 ) ;
void UseArrow ( LPITEM pkArrow , DWORD dwArrowCount ) ;
void AttackedByPoison ( LPCHARACTER pkAttacker ) ;
void RemovePoison ( ) ;
void AttackedByFire ( LPCHARACTER pkAttacker , int amount , int count ) ;
void RemoveFire ( ) ;
void UpdateAlignment ( int iAmount ) ;
int GetAlignment ( ) const ;
//<2F> <> <EFBFBD> <EFBFBD> ġ <20> <> <EFBFBD> <EFBFBD>
int GetRealAlignment ( ) const ;
void ShowAlignment ( bool bShow ) ;
void SetKillerMode ( bool bOn ) ;
bool IsKillerMode ( ) const ;
void UpdateKillerMode ( ) ;
BYTE GetPKMode ( ) const ;
void SetPKMode ( BYTE bPKMode ) ;
void ItemDropPenalty ( LPCHARACTER pkKiller ) ;
void UpdateAggrPoint ( LPCHARACTER ch , EDamageType type , int dam ) ;
//
// HACK
//
public :
void SetComboSequence ( BYTE seq ) ;
BYTE GetComboSequence ( ) const ;
void SetLastComboTime ( DWORD time ) ;
DWORD GetLastComboTime ( ) const ;
int GetValidComboInterval ( ) const ;
void SetValidComboInterval ( int interval ) ;
BYTE GetComboIndex ( ) const ;
void IncreaseComboHackCount ( int k = 1 ) ;
void ResetComboHackCount ( ) ;
void SkipComboAttackByTime ( int interval ) ;
DWORD GetSkipComboAttackByTime ( ) const ;
protected :
BYTE m_bComboSequence ;
DWORD m_dwLastComboTime ;
int m_iValidComboInterval ;
BYTE m_bComboIndex ;
int m_iComboHackCount ;
DWORD m_dwSkipComboAttackByTime ;
protected :
void UpdateAggrPointEx ( LPCHARACTER ch , EDamageType type , int dam , TBattleInfo & info ) ;
void ChangeVictimByAggro ( int iNewAggro , LPCHARACTER pNewVictim ) ;
DWORD m_dwFlyTargetID ;
std : : vector < DWORD > m_vec_dwFlyTargets ;
TDamageMap m_map_kDamage ; // <20> ij<> <C4B3> <EFBFBD> Ͱ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <EFBFBD> ŭ<EFBFBD> <C5AD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ־<EFBFBD> <D6BE> °<EFBFBD> ?
// AttackLog m_kAttackLog;
DWORD m_dwKillerPID ;
int m_iAlignment ; // Lawful/Chaotic value -200000 ~ 200000
int m_iRealAlignment ;
int m_iKillerModePulse ;
BYTE m_bPKMode ;
// Aggro
DWORD m_dwLastVictimSetTime ;
int m_iMaxAggro ;
// End of Battle
// Stone
public :
void SetStone ( LPCHARACTER pkChrStone ) ;
void ClearStone ( ) ;
void DetermineDropMetinStone ( ) ;
DWORD GetDropMetinStoneVnum ( ) const { return m_dwDropMetinStone ; }
BYTE GetDropMetinStonePct ( ) const { return m_bDropMetinStonePct ; }
protected :
LPCHARACTER m_pkChrStone ; // <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <>
CHARACTER_SET m_set_pkChrSpawnedBy ; // <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
DWORD m_dwDropMetinStone ;
BYTE m_bDropMetinStonePct ;
// End of Stone
public :
enum
{
SKILL_UP_BY_POINT ,
SKILL_UP_BY_BOOK ,
SKILL_UP_BY_TRAIN ,
// ADD_GRANDMASTER_SKILL
SKILL_UP_BY_QUEST ,
// END_OF_ADD_GRANDMASTER_SKILL
} ;
void SkillLevelPacket ( ) ;
void SkillLevelUp ( DWORD dwVnum , BYTE bMethod = SKILL_UP_BY_POINT ) ;
bool SkillLevelDown ( DWORD dwVnum ) ;
// ADD_GRANDMASTER_SKILL
bool UseSkill ( DWORD dwVnum , LPCHARACTER pkVictim , bool bUseGrandMaster = true ) ;
void ResetSkill ( ) ;
void SetSkillLevel ( DWORD dwVnum , BYTE bLev ) ;
int GetUsedSkillMasterType ( DWORD dwVnum ) ;
bool IsLearnableSkill ( DWORD dwSkillVnum ) const ;
// END_OF_ADD_GRANDMASTER_SKILL
bool CheckSkillHitCount ( const BYTE SkillID , const VID dwTargetVID ) ;
bool CanUseSkill ( DWORD dwSkillVnum ) const ;
bool IsUsableSkillMotion ( DWORD dwMotionIndex ) const ;
int GetSkillLevel ( DWORD dwVnum ) const ;
int GetSkillMasterType ( DWORD dwVnum ) const ;
int GetSkillPower ( DWORD dwVnum , BYTE bLevel = 0 ) const ;
time_t GetSkillNextReadTime ( DWORD dwVnum ) const ;
void SetSkillNextReadTime ( DWORD dwVnum , time_t time ) ;
void SkillLearnWaitMoreTimeMessage ( DWORD dwVnum ) ;
void ComputePassiveSkill ( DWORD dwVnum ) ;
int ComputeSkill ( DWORD dwVnum , LPCHARACTER pkVictim , BYTE bSkillLevel = 0 ) ;
int ComputeSkillAtPosition ( DWORD dwVnum , const PIXEL_POSITION & posTarget , BYTE bSkillLevel = 0 ) ;
void ComputeSkillPoints ( ) ;
void SetSkillGroup ( BYTE bSkillGroup ) ;
BYTE GetSkillGroup ( ) const { return m_points . skill_group ; }
int ComputeCooltime ( int time ) ;
void GiveRandomSkillBook ( ) ;
void DisableCooltime ( ) ;
bool LearnSkillByBook ( DWORD dwSkillVnum , BYTE bProb = 0 ) ;
bool LearnGrandMasterSkill ( DWORD dwSkillVnum ) ;
private :
bool m_bDisableCooltime ;
DWORD m_dwLastSkillTime ; ///< <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> skill <20> <> <20> <> <20> ð<EFBFBD> (millisecond).
// End of Skill
// MOB_SKILL
public :
bool HasMobSkill ( ) const ;
size_t CountMobSkill ( ) const ;
const TMobSkillInfo * GetMobSkill ( unsigned int idx ) const ;
bool CanUseMobSkill ( unsigned int idx ) const ;
bool UseMobSkill ( unsigned int idx ) ;
void ResetMobSkillCooltime ( ) ;
protected :
DWORD m_adwMobSkillCooltime [ MOB_SKILL_MAX_NUM ] ;
// END_OF_MOB_SKILL
// for SKILL_MUYEONG
public :
void StartMuyeongEvent ( ) ;
void StopMuyeongEvent ( ) ;
private :
LPEVENT m_pkMuyeongEvent ;
// for SKILL_CHAIN lighting
public :
int GetChainLightningIndex ( ) const { return m_iChainLightingIndex ; }
void IncChainLightningIndex ( ) { + + m_iChainLightingIndex ; }
void AddChainLightningExcept ( LPCHARACTER ch ) { m_setExceptChainLighting . insert ( ch ) ; }
void ResetChainLightningIndex ( ) { m_iChainLightingIndex = 0 ; m_setExceptChainLighting . clear ( ) ; }
int GetChainLightningMaxCount ( ) const ;
const CHARACTER_SET & GetChainLightingExcept ( ) const { return m_setExceptChainLighting ; }
private :
int m_iChainLightingIndex ;
CHARACTER_SET m_setExceptChainLighting ;
// for SKILL_EUNHYUNG
public :
void SetAffectedEunhyung ( ) ;
void ClearAffectedEunhyung ( ) { m_dwAffectedEunhyungLevel = 0 ; }
bool GetAffectedEunhyung ( ) const { return m_dwAffectedEunhyungLevel ; }
private :
DWORD m_dwAffectedEunhyungLevel ;
//
// Skill levels
//
protected :
TPlayerSkill * m_pSkillLevels ;
boost : : unordered_map < BYTE , int > m_SkillDamageBonus ;
std : : map < int , TSkillUseInfo > m_SkillUseInfo ;
////////////////////////////////////////////////////////////////////////////////////////
// AI related
public :
void AssignTriggers ( const TMobTable * table ) ;
LPCHARACTER GetVictim ( ) const ; // <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
void SetVictim ( LPCHARACTER pkVictim ) ;
LPCHARACTER GetNearestVictim ( LPCHARACTER pkChr ) ;
LPCHARACTER GetProtege ( ) const ; // <20> <> ȣ <EFBFBD> ؾ<EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD>
bool Follow ( LPCHARACTER pkChr , float fMinimumDistance = 150.0f ) ;
bool Return ( ) ;
bool IsGuardNPC ( ) const ;
bool IsChangeAttackPosition ( LPCHARACTER target ) const ;
void ResetChangeAttackPositionTime ( ) { m_dwLastChangeAttackPositionTime = get_dword_time ( ) - AI_CHANGE_ATTACK_POISITION_TIME_NEAR ; }
void SetChangeAttackPositionTime ( ) { m_dwLastChangeAttackPositionTime = get_dword_time ( ) ; }
bool OnIdle ( ) ;
void OnAttack ( LPCHARACTER pkChrAttacker ) ;
void OnClick ( LPCHARACTER pkChrCauser ) ;
VID m_kVIDVictim ;
protected :
DWORD m_dwLastChangeAttackPositionTime ;
CTrigger m_triggerOnClick ;
// End of AI
////////////////////////////////////////////////////////////////////////////////////////
// Target
protected :
LPCHARACTER m_pkChrTarget ; // <20> <> Ÿ<> <C5B8>
CHARACTER_SET m_set_pkChrTargetedBy ; // <20> <> <EFBFBD> <EFBFBD> Ÿ<> <C5B8> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ִ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
public :
void SetTarget ( LPCHARACTER pkChrTarget ) ;
void BroadcastTargetPacket ( ) ;
void ClearTarget ( ) ;
void CheckTarget ( ) ;
LPCHARACTER GetTarget ( ) const { return m_pkChrTarget ; }
////////////////////////////////////////////////////////////////////////////////////////
// Safebox
public :
int GetSafeboxSize ( ) const ;
void QuerySafeboxSize ( ) ;
void SetSafeboxSize ( int size ) ;
CSafebox * GetSafebox ( ) const ;
void LoadSafebox ( int iSize , DWORD dwGold , int iItemCount , TPlayerItem * pItems ) ;
void ChangeSafeboxSize ( BYTE bSize ) ;
void CloseSafebox ( ) ;
/// â<> <C3A2> <20> <> <EFBFBD> <EFBFBD> <20> <> û
/**
* @ param [ in ] pszPassword 1 <EFBFBD> <EFBFBD> <EFBFBD> ̻ <EFBFBD> 6 <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> â <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> й <EFBFBD> ȣ
*
* DB <EFBFBD> <EFBFBD> â <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ⸦ <EFBFBD> <EFBFBD> û <EFBFBD> Ѵ <EFBFBD> .
* â <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ߺ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ϸ <EFBFBD> , <EFBFBD> ֱ <EFBFBD> â <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ð <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> 10 <EFBFBD> <EFBFBD> <EFBFBD> ̳ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
*/
void ReqSafeboxLoad ( const char * pszPassword ) ;
/// â<> <C3A2> <20> <> <EFBFBD> <EFBFBD> <20> <> û<EFBFBD> <C3BB> <20> <> <EFBFBD> <EFBFBD>
/**
* ReqSafeboxLoad <EFBFBD> <EFBFBD> ȣ <EFBFBD> <EFBFBD> <EFBFBD> ϰ <EFBFBD> CloseSafebox <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ʾ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Լ <EFBFBD> <EFBFBD> <EFBFBD> ȣ <EFBFBD> <EFBFBD> <EFBFBD> ϸ <EFBFBD> â <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ִ <EFBFBD> .
* â <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> û <EFBFBD> <EFBFBD> DB <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Լ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ؼ <EFBFBD> <EFBFBD> <EFBFBD> û <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ְ <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ش <EFBFBD> .
*/
void CancelSafeboxLoad ( void ) { m_bOpeningSafebox = false ; }
void SetMallLoadTime ( int t ) { m_iMallLoadTime = t ; }
int GetMallLoadTime ( ) const { return m_iMallLoadTime ; }
CSafebox * GetMall ( ) const ;
void LoadMall ( int iItemCount , TPlayerItem * pItems ) ;
void CloseMall ( ) ;
void SetSafeboxOpenPosition ( ) ;
float GetDistanceFromSafeboxOpen ( ) const ;
protected :
CSafebox * m_pkSafebox ;
int m_iSafeboxSize ;
int m_iSafeboxLoadTime ;
bool m_bOpeningSafebox ; ///< â<> <C3A2> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> û <20> <> <EFBFBD> ̰ų<CCB0> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ִ°<D6B4> <20> <> <EFBFBD> <EFBFBD> , true <20> <> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> û<EFBFBD> ̰ų<CCB0> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> .
CSafebox * m_pkMall ;
int m_iMallLoadTime ;
PIXEL_POSITION m_posSafeboxOpen ;
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
// Mounting
public :
void MountVnum ( DWORD vnum ) ;
DWORD GetMountVnum ( ) const { return m_dwMountVnum ; }
DWORD GetLastMountTime ( ) const { return m_dwMountTime ; }
bool CanUseHorseSkill ( ) ;
// Horse
virtual void SetHorseLevel ( int iLevel ) ;
virtual bool StartRiding ( ) ;
virtual bool StopRiding ( ) ;
virtual DWORD GetMyHorseVnum ( ) const ;
virtual void HorseDie ( ) ;
virtual bool ReviveHorse ( ) ;
virtual void SendHorseInfo ( ) ;
virtual void ClearHorseInfo ( ) ;
void HorseSummon ( bool bSummon , bool bFromFar = false , DWORD dwVnum = 0 , const char * name = 0 ) ;
LPCHARACTER GetHorse ( ) const { return m_chHorse ; } // <20> <> <EFBFBD> <EFBFBD> <20> <> ȯ<EFBFBD> <C8AF> <EFBFBD> <EFBFBD> <20> <>
LPCHARACTER GetRider ( ) const ; // rider on horse
void SetRider ( LPCHARACTER ch ) ;
bool IsRiding ( ) const ;
# ifdef __PET_SYSTEM__
public :
CPetSystem * GetPetSystem ( ) { return m_petSystem ; }
protected :
CPetSystem * m_petSystem ;
public :
# endif
protected :
LPCHARACTER m_chHorse ;
LPCHARACTER m_chRider ;
DWORD m_dwMountVnum ;
DWORD m_dwMountTime ;
BYTE m_bSendHorseLevel ;
BYTE m_bSendHorseHealthGrade ;
BYTE m_bSendHorseStaminaGrade ;
////////////////////////////////////////////////////////////////////////////////////////
// Detailed Log
public :
void DetailLog ( ) { m_bDetailLog = ! m_bDetailLog ; }
void ToggleMonsterLog ( ) ;
void MonsterLog ( const char * format , . . . ) ;
private :
bool m_bDetailLog ;
bool m_bMonsterLog ;
////////////////////////////////////////////////////////////////////////////////////////
// Empire
public :
void SetEmpire ( BYTE bEmpire ) ;
BYTE GetEmpire ( ) const { return m_bEmpire ; }
protected :
BYTE m_bEmpire ;
////////////////////////////////////////////////////////////////////////////////////////
// Regen
public :
void SetRegen ( LPREGEN pkRegen ) ;
protected :
PIXEL_POSITION m_posRegen ;
float m_fRegenAngle ;
LPREGEN m_pkRegen ;
size_t regen_id_ ; // to help dungeon regen identification
// End of Regen
////////////////////////////////////////////////////////////////////////////////////////
// Resists & Proofs
public :
bool CannotMoveByAffect ( ) const ; // Ư<> <C6AF> ȿ<> <C8BF> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ΰ<EFBFBD> ?
bool IsImmune ( DWORD dwImmuneFlag ) ;
void SetImmuneFlag ( DWORD dw ) { m_pointsInstant . dwImmuneFlag = dw ; }
protected :
void ApplyMobAttribute ( const TMobTable * table ) ;
// End of Resists & Proofs
////////////////////////////////////////////////////////////////////////////////////////
// QUEST
//
public :
void SetQuestNPCID ( DWORD vid ) ;
DWORD GetQuestNPCID ( ) const { return m_dwQuestNPCVID ; }
LPCHARACTER GetQuestNPC ( ) const ;
void SetQuestItemPtr ( LPITEM item ) ;
void ClearQuestItemPtr ( ) ;
LPITEM GetQuestItemPtr ( ) const ;
void SetQuestBy ( DWORD dwQuestVnum ) { m_dwQuestByVnum = dwQuestVnum ; }
DWORD GetQuestBy ( ) const { return m_dwQuestByVnum ; }
int GetQuestFlag ( const std : : string & flag ) const ;
void SetQuestFlag ( const std : : string & flag , int value ) ;
void ConfirmWithMsg ( const char * szMsg , int iTimeout , DWORD dwRequestPID ) ;
private :
DWORD m_dwQuestNPCVID ;
DWORD m_dwQuestByVnum ;
LPITEM m_pQuestItem ;
// Events
public :
bool StartStateMachine ( int iPulse = 1 ) ;
void StopStateMachine ( ) ;
void UpdateStateMachine ( DWORD dwPulse ) ;
void SetNextStatePulse ( int iPulseNext ) ;
// ij<> <C4B3> <EFBFBD> <EFBFBD> <20> ν <EFBFBD> <CEBD> Ͻ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ʈ <20> Լ<EFBFBD> . <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ̻<EFBFBD> <CCBB> <EFBFBD> <20> <> <EFBFBD> ӱ<EFBFBD> <D3B1> <EFBFBD> <EFBFBD> <EFBFBD> CFSM::Update <20> Լ<EFBFBD> <D4BC> <EFBFBD> ȣ <> <C8A3> <EFBFBD> ϰų<CFB0> UpdateStateMachine <20> Լ<EFBFBD> <D4BC> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ߴ µ<DFB4> , <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ʈ <20> Լ<EFBFBD> <20> ߰<EFBFBD> <DFB0> <EFBFBD> .
void UpdateCharacter ( DWORD dwPulse ) ;
protected :
DWORD m_dwNextStatePulse ;
// Marriage
public :
LPCHARACTER GetMarryPartner ( ) const ;
void SetMarryPartner ( LPCHARACTER ch ) ;
int GetMarriageBonus ( DWORD dwItemVnum , bool bSum = true ) ;
void SetWeddingMap ( marriage : : WeddingMap * pMap ) ;
marriage : : WeddingMap * GetWeddingMap ( ) const { return m_pWeddingMap ; }
private :
marriage : : WeddingMap * m_pWeddingMap ;
LPCHARACTER m_pkChrMarried ;
// Warp Character
public :
void StartWarpNPCEvent ( ) ;
public :
void StartSaveEvent ( ) ;
void StartRecoveryEvent ( ) ;
void StartCheckSpeedHackEvent ( ) ;
void StartDestroyWhenIdleEvent ( ) ;
LPEVENT m_pkDeadEvent ;
LPEVENT m_pkStunEvent ;
LPEVENT m_pkSaveEvent ;
LPEVENT m_pkRecoveryEvent ;
LPEVENT m_pkTimedEvent ;
LPEVENT m_pkFishingEvent ;
LPEVENT m_pkAffectEvent ;
LPEVENT m_pkPoisonEvent ;
LPEVENT m_pkFireEvent ;
LPEVENT m_pkWarpNPCEvent ;
//DELAYED_WARP
//END_DELAYED_WARP
// MINING
LPEVENT m_pkMiningEvent ;
// END_OF_MINING
LPEVENT m_pkWarpEvent ;
LPEVENT m_pkCheckSpeedHackEvent ;
LPEVENT m_pkDestroyWhenIdleEvent ;
LPEVENT m_pkPetSystemUpdateEvent ;
bool IsWarping ( ) const { return m_pkWarpEvent ? true : false ; }
bool m_bHasPoisoned ;
const CMob * m_pkMobData ;
CMobInstance * m_pkMobInst ;
std : : map < int , LPEVENT > m_mapMobSkillEvent ;
friend struct FuncSplashDamage ;
friend struct FuncSplashAffect ;
friend class CFuncShoot ;
public :
int GetPremiumRemainSeconds ( BYTE bType ) const ;
private :
int m_aiPremiumTimes [ PREMIUM_MAX_NUM ] ;
// CHANGE_ITEM_ATTRIBUTES
static const DWORD msc_dwDefaultChangeItemAttrCycle ; ///< <20> <> <EFBFBD> <EFBFBD> Ʈ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> Ӽ<EFBFBD> <D3BC> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> ֱ<EFBFBD>
static const char msc_szLastChangeItemAttrFlag [ ] ; ///< <20> ֱ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> Ӽ<EFBFBD> <D3BC> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ð<EFBFBD> <C3B0> <EFBFBD> Quest Flag <20> ̸<EFBFBD>
static const char msc_szChangeItemAttrCycleFlag [ ] ; ///< <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> Ӽ<EFBFBD> <D3BC> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> ֱ<EFBFBD> <D6B1> <EFBFBD> Quest Flag <20> ̸<EFBFBD>
// END_OF_CHANGE_ITEM_ATTRIBUTES
// PC_BANG_ITEM_ADD
private :
bool m_isinPCBang ;
public :
bool SetPCBang ( bool flag ) { m_isinPCBang = flag ; return m_isinPCBang ; }
bool IsPCBang ( ) const { return m_isinPCBang ; }
// END_PC_BANG_ITEM_ADD
// NEW_HAIR_STYLE_ADD
public :
bool ItemProcess_Hair ( LPITEM item , int iDestCell ) ;
// END_NEW_HAIR_STYLE_ADD
public :
void ClearSkill ( ) ;
void ClearSubSkill ( ) ;
// RESET_ONE_SKILL
bool ResetOneSkill ( DWORD dwVnum ) ;
// END_RESET_ONE_SKILL
private :
void SendDamagePacket ( LPCHARACTER pAttacker , int Damage , BYTE DamageFlag ) ;
// ARENA
private :
CArena * m_pArena ;
bool m_ArenaObserver ;
int m_nPotionLimit ;
public :
void SetArena ( CArena * pArena ) { m_pArena = pArena ; }
void SetArenaObserverMode ( bool flag ) { m_ArenaObserver = flag ; }
CArena * GetArena ( ) const { return m_pArena ; }
bool GetArenaObserverMode ( ) const { return m_ArenaObserver ; }
void SetPotionLimit ( int count ) { m_nPotionLimit = count ; }
int GetPotionLimit ( ) const { return m_nPotionLimit ; }
// END_ARENA
//PREVENT_TRADE_WINDOW
public :
bool IsOpenSafebox ( ) const { return m_isOpenSafebox ? true : false ; }
void SetOpenSafebox ( bool b ) { m_isOpenSafebox = b ; }
int GetSafeboxLoadTime ( ) const { return m_iSafeboxLoadTime ; }
void SetSafeboxLoadTime ( ) { m_iSafeboxLoadTime = thecore_pulse ( ) ; }
//END_PREVENT_TRADE_WINDOW
private :
bool m_isOpenSafebox ;
public :
int GetSkillPowerByLevel ( int level , bool bMob = false ) const ;
//PREVENT_REFINE_HACK
int GetRefineTime ( ) const { return m_iRefineTime ; }
void SetRefineTime ( ) { m_iRefineTime = thecore_pulse ( ) ; }
int m_iRefineTime ;
//END_PREVENT_REFINE_HACK
//RESTRICT_USE_SEED_OR_MOONBOTTLE
int GetUseSeedOrMoonBottleTime ( ) const { return m_iSeedTime ; }
void SetUseSeedOrMoonBottleTime ( ) { m_iSeedTime = thecore_pulse ( ) ; }
int m_iSeedTime ;
//END_RESTRICT_USE_SEED_OR_MOONBOTTLE
//PREVENT_PORTAL_AFTER_EXCHANGE
int GetExchangeTime ( ) const { return m_iExchangeTime ; }
void SetExchangeTime ( ) { m_iExchangeTime = thecore_pulse ( ) ; }
int m_iExchangeTime ;
//END_PREVENT_PORTAL_AFTER_EXCHANGE
int m_iMyShopTime ;
int GetMyShopTime ( ) const { return m_iMyShopTime ; }
void SetMyShopTime ( ) { m_iMyShopTime = thecore_pulse ( ) ; }
// Hack <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> üũ.
bool IsHack ( bool bSendMsg = true , bool bCheckShopOwner = true , int limittime = g_nPortalLimitTime ) ;
// MONARCH
BOOL IsMonarch ( ) const ;
// END_MONARCH
void Say ( const std : : string & s ) ;
enum MONARCH_COOLTIME
{
MC_HEAL = 10 ,
MC_WARP = 60 ,
MC_TRANSFER = 60 ,
MC_TAX = ( 60 * 60 * 24 * 7 ) ,
MC_SUMMON = ( 60 * 60 ) ,
} ;
enum MONARCH_INDEX
{
MI_HEAL = 0 ,
MI_WARP ,
MI_TRANSFER ,
MI_TAX ,
MI_SUMMON ,
MI_MAX
} ;
DWORD m_dwMonarchCooltime [ MI_MAX ] ;
DWORD m_dwMonarchCooltimelimit [ MI_MAX ] ;
void InitMC ( ) ;
DWORD GetMC ( enum MONARCH_INDEX e ) const ;
void SetMC ( enum MONARCH_INDEX e ) ;
bool IsMCOK ( enum MONARCH_INDEX e ) const ;
DWORD GetMCL ( enum MONARCH_INDEX e ) const ;
DWORD GetMCLTime ( enum MONARCH_INDEX e ) const ;
public :
bool ItemProcess_Polymorph ( LPITEM item ) ;
// by mhh
LPITEM * GetCubeItem ( ) { return m_pointsInstant . pCubeItems ; }
bool IsCubeOpen ( ) const { return ( m_pointsInstant . pCubeNpc ? true : false ) ; }
void SetCubeNpc ( LPCHARACTER npc ) { m_pointsInstant . pCubeNpc = npc ; }
bool CanDoCube ( ) const ;
public :
bool IsSiegeNPC ( ) const ;
private :
//<2F> ߱<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
//18<31> <38> <20> ̸<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
//3<> ð<EFBFBD> : 50 % 5 <20> ð<EFBFBD> 0%
e_overtime m_eOverTime ;
public :
bool IsOverTime ( e_overtime e ) const { return ( e = = m_eOverTime ) ; }
void SetOverTime ( e_overtime e ) { m_eOverTime = e ; }
private :
int m_deposit_pulse ;
public :
void UpdateDepositPulse ( ) ;
bool CanDeposit ( ) const ;
private :
void __OpenPrivateShop ( ) ;
public :
struct AttackedLog
{
DWORD dwPID ;
DWORD dwAttackedTime ;
AttackedLog ( ) : dwPID ( 0 ) , dwAttackedTime ( 0 )
{
}
} ;
AttackLog m_kAttackLog ;
AttackedLog m_AttackedLog ;
int m_speed_hack_count ;
private :
std : : string m_strNewName ;
public :
const std : : string GetNewName ( ) const { return this - > m_strNewName ; }
void SetNewName ( const std : : string name ) { this - > m_strNewName = name ; }
public :
void GoHome ( ) ;
private :
std : : set < DWORD > m_known_guild ;
public :
void SendGuildName ( CGuild * pGuild ) ;
void SendGuildName ( DWORD dwGuildID ) ;
private :
DWORD m_dwLogOffInterval ;
public :
DWORD GetLogOffInterval ( ) const { return m_dwLogOffInterval ; }
public :
bool UnEquipSpecialRideUniqueItem ( ) ;
bool CanWarp ( ) const ;
private :
DWORD m_dwLastGoldDropTime ;
public :
void StartHackShieldCheckCycle ( int seconds ) ;
void StopHackShieldCheckCycle ( ) ;
bool GetHackShieldCheckMode ( ) const { return m_HackShieldCheckMode ; }
void SetHackShieldCheckMode ( bool m ) { m_HackShieldCheckMode = m ; }
LPEVENT m_HackShieldCheckEvent ;
private :
bool m_HackShieldCheckMode ;
public :
void AutoRecoveryItemProcess ( const EAffectTypes ) ;
public :
void BuffOnAttr_AddBuffsFromItem ( LPITEM pItem ) ;
void BuffOnAttr_RemoveBuffsFromItem ( LPITEM pItem ) ;
private :
void BuffOnAttr_ValueChange ( BYTE bType , BYTE bOldValue , BYTE bNewValue ) ;
void BuffOnAttr_ClearAll ( ) ;
typedef std : : map < BYTE , CBuffOnAttributes * > TMapBuffOnAttrs ;
TMapBuffOnAttrs m_map_buff_on_attrs ;
// <20> <> <EFBFBD> <EFBFBD> : <20> <> Ȱ<EFBFBD> <C8B0> <20> <EFBFBD> Ʈ<EFBFBD> <C6AE> <20> <> <EFBFBD> Ͽ<EFBFBD> .
public :
void SetArmada ( ) { cannot_dead = true ; }
void ResetArmada ( ) { cannot_dead = false ; }
private :
bool cannot_dead ;
# ifdef __PET_SYSTEM__
private :
bool m_bIsPet ;
public :
void SetPet ( ) { m_bIsPet = true ; }
bool IsPet ( ) { return m_bIsPet ; }
# endif
//<2F> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> .
private :
float m_fAttMul ;
float m_fDamMul ;
public :
float GetAttMul ( ) { return this - > m_fAttMul ; }
void SetAttMul ( float newAttMul ) { this - > m_fAttMul = newAttMul ; }
float GetDamMul ( ) { return this - > m_fDamMul ; }
void SetDamMul ( float newDamMul ) { this - > m_fDamMul = newDamMul ; }
private :
bool IsValidItemPosition ( TItemPos Pos ) const ;
//<2F> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> Ŷ <20> ӽ<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
private :
unsigned int itemAward_vnum ;
char itemAward_cmd [ 20 ] ;
//bool itemAward_flag;
public :
unsigned int GetItemAward_vnum ( ) { return itemAward_vnum ; }
char * GetItemAward_cmd ( ) { return itemAward_cmd ; }
//bool GetItemAward_flag() { return itemAward_flag; }
void SetItemAward_vnum ( unsigned int vnum ) { itemAward_vnum = vnum ; }
void SetItemAward_cmd ( char * cmd ) { strcpy ( itemAward_cmd , cmd ) ; }
//void SetItemAward_flag(bool flag) { itemAward_flag = flag; }
public :
//<2F> <> ȥ<EFBFBD> <C8A5>
// ij<> <C4B3> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> affect, quest<73> <74> load <20> DZ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> DragonSoul_Initialize<7A> <65> ȣ <> <C8A3> <EFBFBD> ϸ<EFBFBD> <20> ȵȴ<C8B5> .
// affect<63> <74> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ε<EFBFBD> <CEB5> Ǿ<EFBFBD> LoadAffect<63> <74> <EFBFBD> <EFBFBD> ȣ <> <C8A3> <EFBFBD> <EFBFBD> .
void DragonSoul_Initialize ( ) ;
bool DragonSoul_IsQualified ( ) const ;
void DragonSoul_GiveQualification ( ) ;
int DragonSoul_GetActiveDeck ( ) const ;
bool DragonSoul_IsDeckActivated ( ) const ;
bool DragonSoul_ActivateDeck ( int deck_idx ) ;
void DragonSoul_DeactivateAll ( ) ;
// <20> ݵ<EFBFBD> <DDB5> <EFBFBD> ClearItem <20> <> <EFBFBD> <EFBFBD> <20> ҷ<EFBFBD> <D2B7> <EFBFBD> <20> Ѵ <EFBFBD> .
// <20> ֳ<EFBFBD> <D6B3> ϸ<EFBFBD> ....
// <20> <> ȥ<EFBFBD> <C8A5> <20> ϳ <EFBFBD> <20> ϳ <EFBFBD> <CFB3> <EFBFBD> deactivate<74> <65> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> active<76> <65> <20> <> ȥ<EFBFBD> <C8A5> <EFBFBD> <EFBFBD> <20> ִ<EFBFBD> <D6B4> <EFBFBD> Ȯ<> <C8AE> <EFBFBD> ϰ<EFBFBD> ,
// active<76> <65> <20> <> ȥ<EFBFBD> <C8A5> <EFBFBD> <EFBFBD> <20> ϳ <EFBFBD> <CFB3> <EFBFBD> <20> <> <EFBFBD> ٸ<EFBFBD> , ij<> <C4B3> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ȥ<EFBFBD> <C8A5> affect<63> <74> , Ȱ<> <C8B0> <20> <> <EFBFBD> ¸ <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> Ѵ <EFBFBD> .
//
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ClearItem <20> <> , ij<> <C4B3> <EFBFBD> Ͱ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϰ<EFBFBD> <20> ִ<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> unequip<69> ϴ<EFBFBD> <20> ٶ<EFBFBD> <D9B6> <EFBFBD> ,
// <20> <> ȥ<EFBFBD> <C8A5> Affect<63> <74> <20> <> <EFBFBD> ŵǰ<C5B5> , <20> ᱹ <20> α <EFBFBD> <CEB1> <EFBFBD> <20> <> , <20> <> ȥ<EFBFBD> <C8A5> <EFBFBD> <EFBFBD> Ȱ<> <C8B0> ȭ<EFBFBD> <C8AD> <EFBFBD> <EFBFBD> <20> ʴ´ <CAB4> .
// (Unequip<69> <70> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> α ƿ<D7BE> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> , <20> ƴ<EFBFBD> <C6B4> <EFBFBD> <20> <> <20> <> <20> <> <EFBFBD> <EFBFBD> .)
// <20> <> ȥ<EFBFBD> <C8A5> <EFBFBD> <EFBFBD> deactivate<74> <65> Ű<EFBFBD> <C5B0> ij<> <C4B3> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> ȥ<EFBFBD> <C8A5> <20> <> Ȱ<> <C8B0> <20> <> <EFBFBD> ´ <EFBFBD> <20> ǵ帮<C7B5> <E5B8AE> <20> ʴ´ <CAB4> .
void DragonSoul_CleanUp ( ) ;
// <20> <> ȥ<EFBFBD> <C8A5> <20> <> ȭâ
public :
bool DragonSoul_RefineWindow_Open ( LPENTITY pEntity ) ;
bool DragonSoul_RefineWindow_Close ( ) ;
LPENTITY DragonSoul_RefineWindow_GetOpener ( ) { return m_pointsInstant . m_pDragonSoulRefineWindowOpener ; }
bool DragonSoul_RefineWindow_CanRefine ( ) ;
private :
// SyncPosition<6F> <6E> <20> ǿ<EFBFBD> <C7BF> Ͽ<EFBFBD> Ÿ<> <C5B8> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> ̻<EFBFBD> <CCBB> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ϱ <EFBFBD> <20> <> <EFBFBD> Ͽ<EFBFBD> ,
// SyncPosition<6F> <6E> <20> Ͼ <20> <> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> .
timeval m_tvLastSyncTime ;
int m_iSyncHackCount ;
public :
void SetLastSyncTime ( const timeval & tv ) { memcpy ( & m_tvLastSyncTime , & tv , sizeof ( timeval ) ) ; }
const timeval & GetLastSyncTime ( ) { return m_tvLastSyncTime ; }
void SetSyncHackCount ( int iCount ) { m_iSyncHackCount = iCount ; }
int GetSyncHackCount ( ) { return m_iSyncHackCount ; }
} ;
ESex GET_SEX ( LPCHARACTER ch ) ;
# endif