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- #pragma once
- #include "../GameLib/ItemData.h"
- struct SAffects
- {
- enum
- {
- AFFECT_MAX_NUM = 32,
- };
- SAffects() : dwAffects(0) {}
- SAffects(const DWORD & c_rAffects)
- {
- __SetAffects(c_rAffects);
- }
- int operator = (const DWORD & c_rAffects)
- {
- __SetAffects(c_rAffects);
- }
- BOOL IsAffect(BYTE byIndex)
- {
- return dwAffects & (1 << byIndex);
- }
- void __SetAffects(const DWORD & c_rAffects)
- {
- dwAffects = c_rAffects;
- }
- DWORD dwAffects;
- };
- extern std::string g_strGuildSymbolPathName;
- const DWORD c_Name_Max_Length = 64;
- const DWORD c_FileName_Max_Length = 128;
- const DWORD c_Short_Name_Max_Length = 32;
- const DWORD c_Inventory_Page_Size = 5*9; // x*y
- const DWORD c_Inventory_Page_Count = 4;
- const DWORD c_ItemSlot_Count = c_Inventory_Page_Size * c_Inventory_Page_Count;
- const DWORD c_Equipment_Count = 12;
- const DWORD c_Equipment_Start = c_ItemSlot_Count;
- const DWORD c_Equipment_Body = c_Equipment_Start + 0;
- const DWORD c_Equipment_Head = c_Equipment_Start + 1;
- const DWORD c_Equipment_Shoes = c_Equipment_Start + 2;
- const DWORD c_Equipment_Wrist = c_Equipment_Start + 3;
- const DWORD c_Equipment_Weapon = c_Equipment_Start + 4;
- const DWORD c_Equipment_Neck = c_Equipment_Start + 5;
- const DWORD c_Equipment_Ear = c_Equipment_Start + 6;
- const DWORD c_Equipment_Unique1 = c_Equipment_Start + 7;
- const DWORD c_Equipment_Unique2 = c_Equipment_Start + 8;
- const DWORD c_Equipment_Arrow = c_Equipment_Start + 9;
- const DWORD c_Equipment_Shield = c_Equipment_Start + 10;
- // 새로 추가된 신규 반지 & 벨트
- // 장착형 아이템에 할당할 수 있는 위치가 기존 장비, 채기랍 퀘스트 보상, 코스튬 시스템 등으로 인해서 공간이 잘려있다.
- // 이게 다 채기랍 보상 버프를 장착아이템처럼 구현한 ㅅㄲ 때문에 난리났따... ㅆㅂ
- //
- // 정리하면, 기존 장비창들은 서버DB상 아이템 포지션이 90 ~ 102 이고,
- // 2013년 초에 새로 추가되는 슬롯들은 111 ~ 부터 시작한다. 착용 장비에서 최대로 사용할 수 있는 값은 121 까지이고, 122부터는 용혼석에서 사용한다.
- #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
- const DWORD c_New_Equipment_Start = c_Equipment_Start + 21;
- const DWORD c_New_Equipment_Count = 3;
- const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
- const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
- const DWORD c_Equipment_Belt = c_New_Equipment_Start + 2;;
- #endif
- enum EDragonSoulDeckType
- {
- DS_DECK_1,
- DS_DECK_2,
- DS_DECK_MAX_NUM = 2,
- };
- enum EDragonSoulGradeTypes
- {
- DRAGON_SOUL_GRADE_NORMAL,
- DRAGON_SOUL_GRADE_BRILLIANT,
- DRAGON_SOUL_GRADE_RARE,
- DRAGON_SOUL_GRADE_ANCIENT,
- DRAGON_SOUL_GRADE_LEGENDARY,
- DRAGON_SOUL_GRADE_MAX,
- };
- enum EDragonSoulStepTypes
- {
- DRAGON_SOUL_STEP_LOWEST,
- DRAGON_SOUL_STEP_LOW,
- DRAGON_SOUL_STEP_MID,
- DRAGON_SOUL_STEP_HIGH,
- DRAGON_SOUL_STEP_HIGHEST,
- DRAGON_SOUL_STEP_MAX,
- };
- #ifdef ENABLE_COSTUME_SYSTEM
- const DWORD c_Costume_Slot_Start = c_Equipment_Start + 19; // [주의] 숫자(19) 하드코딩 주의. 현재 서버에서 코스츔 슬롯은 19부터임. 서버 common/length.h 파일의 EWearPositions 열거형 참고.
- const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0;
- const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1;
- const DWORD c_Costume_Slot_Count = 2;
- const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count;
- #endif
- // [주의] 숫자(32) 하드코딩 주의. 현재 서버에서 용혼석 슬롯은 32부터임.
- // 서버 common/length.h 파일의 EWearPositions 열거형이 32까지 확장될 것을 염두하고(32 이상은 확장 하기 힘들게 되어있음.),
- // 그 이후부터를 용혼석 장착 슬롯으로 사용.
- const DWORD c_Wear_Max = 32;
- const DWORD c_DragonSoul_Equip_Start = c_ItemSlot_Count + c_Wear_Max;
- const DWORD c_DragonSoul_Equip_Slot_Max = 6;
- const DWORD c_DragonSoul_Equip_End = c_DragonSoul_Equip_Start + c_DragonSoul_Equip_Slot_Max * DS_DECK_MAX_NUM;
- // NOTE: 2013년 2월 5일 현재... 용혼석 데크는 2개가 존재하는데, 향후 확장 가능성이 있어서 3개 데크 여유분을 할당 해 둠. 그 뒤 공간은 벨트 인벤토리로 사용
- const DWORD c_DragonSoul_Equip_Reserved_Count = c_DragonSoul_Equip_Slot_Max * 3;
- #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
- // 벨트 아이템이 제공하는 인벤토리
- const DWORD c_Belt_Inventory_Slot_Start = c_DragonSoul_Equip_End + c_DragonSoul_Equip_Reserved_Count;
- const DWORD c_Belt_Inventory_Width = 4;
- const DWORD c_Belt_Inventory_Height= 4;
- const DWORD c_Belt_Inventory_Slot_Count = c_Belt_Inventory_Width * c_Belt_Inventory_Height;
- const DWORD c_Belt_Inventory_Slot_End = c_Belt_Inventory_Slot_Start + c_Belt_Inventory_Slot_Count;
- const DWORD c_Inventory_Count = c_Belt_Inventory_Slot_End;
- #else
- const DWORD c_Inventory_Count = c_DragonSoul_Equip_End;
- #endif
- // 용혼석 전용 인벤토리
- const DWORD c_DragonSoul_Inventory_Start = 0;
- const DWORD c_DragonSoul_Inventory_Box_Size = 32;
- const DWORD c_DragonSoul_Inventory_Count = CItemData::DS_SLOT_NUM_TYPES * DRAGON_SOUL_GRADE_MAX * c_DragonSoul_Inventory_Box_Size;
- const DWORD c_DragonSoul_Inventory_End = c_DragonSoul_Inventory_Start + c_DragonSoul_Inventory_Count;
- enum ESlotType
- {
- SLOT_TYPE_NONE,
- SLOT_TYPE_INVENTORY,
- SLOT_TYPE_SKILL,
- SLOT_TYPE_EMOTION,
- SLOT_TYPE_SHOP,
- SLOT_TYPE_EXCHANGE_OWNER,
- SLOT_TYPE_EXCHANGE_TARGET,
- SLOT_TYPE_QUICK_SLOT,
- SLOT_TYPE_SAFEBOX,
- SLOT_TYPE_PRIVATE_SHOP,
- SLOT_TYPE_MALL,
- SLOT_TYPE_DRAGON_SOUL_INVENTORY,
- SLOT_TYPE_MAX,
- };
- enum EWindows
- {
- RESERVED_WINDOW,
- INVENTORY, // 기본 인벤토리. (45칸 짜리가 2페이지 존재 = 90칸)
- EQUIPMENT,
- SAFEBOX,
- MALL,
- DRAGON_SOUL_INVENTORY,
- GROUND, // NOTE: 2013년 2월5일 현재까지 unused.. 왜 있는거지???
- BELT_INVENTORY, // NOTE: W2.1 버전에 새로 추가되는 벨트 슬롯 아이템이 제공하는 벨트 인벤토리
- WINDOW_TYPE_MAX,
- };
- enum EDSInventoryMaxNum
- {
- DS_INVENTORY_MAX_NUM = c_DragonSoul_Inventory_Count,
- DS_REFINE_WINDOW_MAX_NUM = 15,
- };
- #pragma pack (push, 1)
- #define WORD_MAX 0xffff
- typedef struct SItemPos
- {
- BYTE window_type;
- WORD cell;
- SItemPos ()
- {
- window_type = INVENTORY;
- cell = WORD_MAX;
- }
- SItemPos (BYTE _window_type, WORD _cell)
- {
- window_type = _window_type;
- cell = _cell;
- }
- // 기존에 cell의 형을 보면 BYTE가 대부분이지만, oi
- // 어떤 부분은 int, 어떤 부분은 WORD로 되어있어,
- // 가장 큰 자료형인 int로 받는다.
- // int operator=(const int _cell)
- // {
- //window_type = INVENTORY;
- // cell = _cell;
- // return cell;
- // }
- bool IsValidCell()
- {
- switch (window_type)
- {
- case INVENTORY:
- return cell < c_Inventory_Count;
- break;
- case EQUIPMENT:
- return cell < c_DragonSoul_Equip_End;
- break;
- case DRAGON_SOUL_INVENTORY:
- return cell < (DS_INVENTORY_MAX_NUM);
- break;
- default:
- return false;
- }
- }
- bool IsEquipCell()
- {
- switch (window_type)
- {
- case INVENTORY:
- case EQUIPMENT:
- return (c_Equipment_Start + c_Wear_Max > cell) && (c_Equipment_Start <= cell);
- break;
- case BELT_INVENTORY:
- case DRAGON_SOUL_INVENTORY:
- return false;
- break;
- default:
- return false;
- }
- }
- #ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
- bool IsBeltInventoryCell()
- {
- bool bResult = c_Belt_Inventory_Slot_Start <= cell && c_Belt_Inventory_Slot_End > cell;
- return bResult;
- }
- #endif
- bool operator==(const struct SItemPos& rhs) const
- {
- return (window_type == rhs.window_type) && (cell == rhs.cell);
- }
- bool operator<(const struct SItemPos& rhs) const
- {
- return (window_type < rhs.window_type) || ((window_type == rhs.window_type) && (cell < rhs.cell));
- }
- } TItemPos;
- #pragma pack(pop)
- const DWORD c_QuickBar_Line_Count = 3;
- const DWORD c_QuickBar_Slot_Count = 12;
- const float c_Idle_WaitTime = 5.0f;
- const int c_Monster_Race_Start_Number = 6;
- const int c_Monster_Model_Start_Number = 20001;
- const float c_fAttack_Delay_Time = 0.2f;
- const float c_fHit_Delay_Time = 0.1f;
- const float c_fCrash_Wave_Time = 0.2f;
- const float c_fCrash_Wave_Distance = 3.0f;
- const float c_fHeight_Step_Distance = 50.0f;
- enum
- {
- DISTANCE_TYPE_FOUR_WAY,
- DISTANCE_TYPE_EIGHT_WAY,
- DISTANCE_TYPE_ONE_WAY,
- DISTANCE_TYPE_MAX_NUM,
- };
- const float c_fMagic_Script_Version = 1.0f;
- const float c_fSkill_Script_Version = 1.0f;
- const float c_fMagicSoundInformation_Version = 1.0f;
- const float c_fBattleCommand_Script_Version = 1.0f;
- const float c_fEmotionCommand_Script_Version = 1.0f;
- const float c_fActive_Script_Version = 1.0f;
- const float c_fPassive_Script_Version = 1.0f;
- // Used by PushMove
- const float c_fWalkDistance = 175.0f;
- const float c_fRunDistance = 310.0f;
- #define FILE_MAX_LEN 128
- enum
- {
- ITEM_SOCKET_SLOT_MAX_NUM = 3,
- ITEM_ATTRIBUTE_SLOT_MAX_NUM = 7,
- };
- #pragma pack(push)
- #pragma pack(1)
- typedef struct SQuickSlot
- {
- BYTE Type;
- BYTE Position;
- } TQuickSlot;
- typedef struct TPlayerItemAttribute
- {
- BYTE bType;
- short sValue;
- } TPlayerItemAttribute;
- typedef struct packet_item
- {
- DWORD vnum;
- BYTE count;
- DWORD flags;
- DWORD anti_flags;
- long alSockets[ITEM_SOCKET_SLOT_MAX_NUM];
- TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_SLOT_MAX_NUM];
- } TItemData;
- typedef struct packet_shop_item
- {
- DWORD vnum;
- DWORD price;
- BYTE count;
- BYTE display_pos;
- long alSockets[ITEM_SOCKET_SLOT_MAX_NUM];
- TPlayerItemAttribute aAttr[ITEM_ATTRIBUTE_SLOT_MAX_NUM];
- } TShopItemData;
- #pragma pack(pop)
- inline float GetSqrtDistance(int ix1, int iy1, int ix2, int iy2) // By sqrt
- {
- float dx, dy;
- dx = float(ix1 - ix2);
- dy = float(iy1 - iy2);
- return sqrtf(dx*dx + dy*dy);
- }
- // DEFAULT_FONT
- void DefaultFont_Startup();
- void DefaultFont_Cleanup();
- void DefaultFont_SetName(const char * c_szFontName);
- CResource* DefaultFont_GetResource();
- CResource* DefaultItalicFont_GetResource();
- // END_OF_DEFAULT_FONT
- void SetGuildSymbolPath(const char * c_szPathName);
- const char * GetGuildSymbolFileName(DWORD dwGuildID);
- BYTE SlotTypeToInvenType(BYTE bSlotType);
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