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📄 hotblood.h

📁 <B>韩国游戏《热血》</B>
💻 H
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#ifndef __HOT_BLOOD_H
#define __HOT_BLOOD_H

#include "AEEModGen.h"
#include "AEEAppGen.h"
#include "AEEShell.h"
#include "AEEDisp.h"
#include "AEEText.h"

#include "status_bar.h"
#include "IEB_KTF_BillCom.h"

#define ABS(n)					(n < 0) ? -(n) : n
#define TIMER_TIME				50
#define SLOW_TIME				300

#define RES_HEADER_SIZE			12

//辑滚 沥焊.
#define SERVER_PORT				7601
#define SERVER_DOMAINNAME		"rank.polyonion.com"
#define SIZESTR 10

//M-Biz辑滚 沥焊.
#define SERVER_PORT2			5006
#define SERVER_HOST2			"211.171.255.253"
#define SERVER_DOMAINNAME2		"multipack1.ktfevent.com"

//沥焊捞侩丰 辑滚 沥焊.
#define SERVER_PORT3			7505
#define	SERVER_DOMAINNAME3		"brewgame.polyonion.com"

//炼款 俊呈瘤
#define CHO_ENERGY				120
#define STAGE1_ENERGY			150
#define STAGE2_ENERGY			180
#define STAGE3_ENERGY			200

//摹飘等 炼款 俊呈瘤
#define CHO_CHEATED_ENERGY		400

// Game State
#define GS_LOGO					0
#define GS_MENU					1
#define GS_PLAY					2
//#define GS_WORLDCUP_LOGO		3
#define GS_INTRO_INFO			4
//#define GS_KEYHELP_ST1			5
#define GS_START_ST1			6
#define GS_START_ST2			3
#define GS_START_ST3			5
#define GS_BOSS_ST1				7
#define GS_BOSS_ST2				8
#define GS_BOSS_ST3				9
#define GS_END					13
#define GS_CONTINUE				14
#define GS_POPUP				15
#define GS_HELP					16
#define GS_NOTICE_PEE			17
#define GS_INNER_STAGE			18
#define GS_RANKINGERR			19
#define GS_QUESTION_START		20
#define GS_QUESTION_END			21
#define GS_CONNECT				22
#define GS_ERRMSG				23
#define GS_SHOW_RECORD			24
#define GS_SHOW_RECORD2			25
#define GS_EVENT				26
#define GS_INPUT_MODE			27
#define GS_CONNECT2				28
#define GS_ERRMSG2				29
#define GS_EVENT_SUCCESS		30
#define GS_EVENT_FAIL			31
#define GS_CHEAT_MODE			32
#define GS_SAVE_MODE			33
#define GS_HELP_P				34
#define GS_INTRO				35
#define GS_END_MSG				36
#define GS_OPTION				37
#define GS_BONUS_STAGE			38
#define GS_BONUS_STAGE_END		39
#define GS_BOSS1_HALF			40
#define GS_BOSS2_HALF			41
#define GS_BOSS3_HALF			42
#define GS_BONUS_STAGE_END2		43
#define GS_END_ST1				44
#define GS_END_ST2				45
#define GS_END_STAFF			46



// Player State
#define PS_NULL							22
#define PS_LEFT							14
#define PS_RIGHT						15
#define PS_UP							16
#define PS_DOWN							17
#define PS_DEFAULT_ATTACK_BY_SPEAR		18
#define PS_DEFAULT_ATTACK_BY_SPEAR2		23
#define PS_DEFAULT_ATTACK_BY_SPEAR3		24
#define PS_DEADLY_ATTACK_BY_SPEAR		19
#define PS_SHOCK						20
#define PS_KNOCK_DOWN					21
#define PS_JUMP							25
#define PS_JUMP_ATTACK					26
#define PS_SPECIAL_ATTACK_BY_SPEAR		27
//#define PS_DEFAULT_ATTACK_BY_SWORD		23
//#define PS_SPECIAL_ATTACK_BY_SWORD		24
//#define PS_DEADLY_ATTACK_BY_SWORD		25

// Enemy State
#define ES_NULL							0
#define ES_LEFT							1
#define ES_RIGHT						2
#define ES_UP							3
#define ES_DOWN							4
#define ES_ATTACK_BY_SPEAR				5
#define ES_ATTACK_BY_BOW				13
#define ES_ATTACK_BY_SWORD				7
#define ES_ATTACK_BY_STAGE1				8
#define ES_ATTACK_BY_STAGE2				9
#define ES_ATTACK_BY_STAGE3				10
#define ES_SHOCK						11
#define ES_KNOCK_DOWN					12
#define ES_LEFT_R						23
#define ES_RIGHT_R						24
#define ES_JUMP							14
#define ES_STONE_ROLL					25
#define ES_STONE_RUIN					26

// y绵 困摹
#define Y_LEV_1					0
#define Y_LEV_2					1
#define Y_LEV_3					2
#define Y_LEV_4					3
#define Y_LEV_5					4
#define Y_LEV_6					5
#define Y_LEV_7					6
#define Y_LEV_8					7
#define Y_LEV_9					8

// 阿 某腐磐 荤沥芭府
#define TYPE0_RANGE				3
#define TYPE1_RANGE				1
#define TYPE2_RANGE				8
#define TYPE3_RANGE				3
#define TYPE4_RANGE				5
#define TYPE5_RANGE				7
#define TYPE6_RANGE				7

// 阿 某腐磐 扁夯 傍拜仿
#define TYPE0_ATTACK_BY_SPEAR			4
#define TYPE0_ATTACK_BY_SPEAR2			4
#define TYPE0_ATTACK_BY_SPEAR3			6
#define TYPE0_ATTACK_BY_JUMP			8
#define TYPE0_SPECIAL_ATTACK_BY_SPEAR	15
#define TYPE0_DEADLY_ATTACK_BY_SPEAR	300//35
#define TYPE1_ATTACK					4
#define TYPE2_ATTACK					6
#define TYPE3_ATTACK					8
#define TYPE4_ATTACK					15
#define TYPE5_ATTACK					20
#define TYPE6_ATTACK					25

// A.I 某腐磐狼 A.I葛靛
#define AI_STEP					0
#define AI_RETREAT				1
#define AI_ACCESS				2
#define AI_EXPLORE				3
#define AI_REGRESS				4
#define AI_APPROACH				5
#define AI_GOROUND				6

// 抄荐 积己侩
#define IM 139968
#define IA 3877
#define IC 29573


#define ISDIGIT(c)  ( (unsigned) ((c) - '0') < 10)
#define ISALPHA(c)  ( (unsigned) ( ((c)|32) - 'a') < 26 )
#define ISALNUM(c)  ( ISDIGIT(c) || ISALPHA(c) )
#define min(a,b)  ((a) < (b) ? (a) : (b))
#define ARRAYSIZE(a)   (sizeof(a) / sizeof((a)[0]))
#define	DOTADDR_NONE  0xFFFFFFFF


// Player DATA
typedef struct _PlayerStruct{

	//按眉狼 X, Y 谅钎.
	int playerX;
	int playerY;

	//按眉狼 泅犁 惑怕.
	uint16 PlayerState;

	//按眉狼 官肺 傈 惑怕.
	uint16 prePlayerState;

	//泅犁 按眉狼 规氢.
	uint16 currentDir;

	//按眉狼 捞固瘤.
	uint16 imgNum;

	//捞亥飘 钱绢林绰 flag.
	uint16 anime;

	//悼累滚欺函荐.
	uint16 animeBuffer;

	//y窜拌.
	uint16 yLevel;

	//按眉狼 眉仿.
	uint16 HP;

	//按眉 捞固瘤狼 角 版拌急.
	int boundaryX;

	//按眉狼 鸥涝.	0:炼款 1:芒捍 2:泵捍 3:厘档捍 4:stage1厘荐 5:stage2厘荐 6:stage3厘荐 7:倒
	uint16 type;

	//3锅 嘎栏搁 乘促款 登绰 敲贰弊.
	uint16 KOflag;

	//某腐磐俊辑 肋赴 捞固瘤.
	boolean addImg;

	//茄 锅 利侩登绢龙 锭 静绰 敲贰弊.
	boolean onceApp;

	//磷篮 悼救 泪矫 穿况 乐霸 窍绰 敲贰弊.
	boolean forDeath;

	//按眉 劝己拳 敲贰弊.
	boolean liveOK;

	//弊覆磊 焊咯临瘤 救焊咯临瘤 敲贰弊.
	boolean shadowOK;

	//=======================================================
	// 利 按眉俊父 静捞绰 函荐.
	//=======================================================
	
	//拳混狼 x, y
	int arrowX;
	int arrowY;

	//A.I 葛靛
	uint16 AIState;

	//A.I 敲贰弊.
	uint16 AINum;

	//割锅鳖瘤父 框流咯具茄促绰霸 沥秦廉 乐阑 锭..
	uint16 limitMove;

	//历厘登绰 rnd 函荐.
	int rememRnd;

	//历厘登绢 乐绰瘤.
	uint16 rememOn;

	//RETREAT矫累茄 困摹.
	uint16 retreatDir;

	uint16 AINum1;

	//抗傈 anime 狼 蔼..
	uint16 oldanime;

	//单固瘤甫 茄锅父 涝洒扁 困秦辑.
	uint16 preDamage;

	//拳混捞 劝己拳 登绢 乐绰瘤
	boolean arrowOK;

	//利 俊呈瘤官 焊捞霸 窍绰 敲贰弊.
	boolean energyOK;

	//没全级堡贱 茄 锅父 嘎霸.
	boolean specOnce;

	//蹬瘤赣府 加己阑 啊瘤绊 乐绰瘤...
	boolean getPig;

	//拳搁俊 殿厘沁绰瘤...
	boolean onScreen;

	//割锅鳖瘤 框流咯具茄促绰吧 矫青沁绰瘤..
	boolean limitMoveOK;

	//阜囚乐绰瘤 眉农...
	boolean blockOn;

	//乘促款等 饶 饶硼窍绰瘤...
	boolean fearOK;

	//=======================================================
	// 敲饭捞绢 按眉俊父 静捞绰 函荐.
	//=======================================================
	
	//按眉 捞固瘤狼 馆措率 角 版拌急.
	int boundaryX_R;

	//按眉狼 盒畴霸捞瘤.
	uint16 AP;

	//没全级堡贱 x, y
	int specX;
	int specY;

	//抗傈 捞固瘤x,y狼 困摹.
	int oldPlayerX;
	int oldPlayerY;

	//没全级堡贱捞 劝己拳 登绢 乐绰瘤
	boolean specOK;

	//没全拳堪老拜捞 劝己拳 登绢 乐绰瘤
	boolean deadlySwordOK;

	//磊锋殿玫捞 劝己拳 登绢 乐绰瘤
	boolean deadlySpearOK;

	//乘促款 悼累捞 场车绰瘤.
	boolean endKnockDownOK;

} PlayerStruct;

// Read Header Packet Struct
typedef struct _MacsHeaderPkt
{
	int32		iSignature1;			// 傈价且 Packet Data狼 庆歹 备盒 鞘靛 (0xF00FF00F)
	char		achContentsId[12];		// 傈价且 Packet Data狼 苞陛沥焊 (CP锅龋(5磊府) + CONTENTS锅龋(2磊府) + 皋春锅龋(2磊府)) 厚苞陛 0X00
	char		szChargnumber[12];		// 苞陛傈拳锅龋 4 + 4 + 4 (016-201-0917 -> 001602010917) 厚苞陛 0X00
	char		szResv[12];				// Reserve 0x00
	uint32		uiLen;					// 庆歹甫 力寇茄 角力 Data Size
// 傈价且 packet Data狼 庆歹 蜡屈 备盒 鞘靛
// BCBD : 苞陛 单捞磐 傈价
// BCSP : 厚苞陛 单捞磐 傈价(牧刨明 单捞磐 傈价 矫累)
// BCEP : 牧刨明 单捞磐 傈价 场
// BCFA : 沥咀力 牢刘/啊涝/秦瘤 傈价
// BCHS : 烹拌 沥焊 傈价
// BCEN : 变鞭 傍瘤
	char		achSignature2[4];
} MACSHEADERPKT;

// Applet data
typedef struct _HotBloodApp{
	
	AEEApplet a;
	
	ITextCtl * m_pIText;

	//ISoundPlayer 按眉.
	ISoundPlayer * m_pISoundPlayer;

	byte * m_pSoundData;

	byte * m_pSoundDatatmp;

	//某腐磐 备炼眉 急攫.
	PlayerStruct ply[5];

	//某腐磐 捞固瘤.
	IImage * m_pIPly[107];

	//肺绊 捞固瘤.
	IImage * m_pILogo;

	//扼捞季胶 肺绊.
	IImage * m_pILicenseLogo[2];

	//皋春 捞固瘤.
	IImage * m_pIMenu[10];

	//焊呈胶 胶抛捞瘤 捞固瘤.
	IImage * m_pIBonusImg[3];

	//虐汲疙 捞固瘤.
	IImage * m_pIKeyHelp[5];

	//措拳芒 捞固瘤.
	IImage * m_pITalkWindow;

	//弊覆磊 捞固瘤.
	IImage * m_pIShadow;

	//俊呈瘤官 捞固瘤.
	IImage * m_pIFace[7];

	//其捞瘤 滚瓢 捞固瘤
	IImage * m_pIButton[5];

	//汲沥目辑 捞固瘤
	IImage * m_pICursor;

	//扑诀 捞固瘤
	IImage * m_pIPopup[4];

	//绊绊 捞固瘤
	IImage * m_pIGoGo;

	//蹬瘤赣府 捞固瘤
	IImage * m_pIPigEnergy;

	//硅版 捞固瘤.
	IImage * m_pIBackGround;

	//霸烙 巩狼 捞固瘤.
	IImage * m_pIContact[5];

	//霸烙 汲沥 捞固瘤.
	IImage * m_pIOption[4];

	//痢荐 捞固瘤.
	IImage * m_pIScore;


	Status_Bar bar;

	//泅犁 胶农赴狼 啊肺/技肺狼 辨捞.
	uint16 m_cxWidth;
	uint16 m_cyHeight;

	//霸烙 惑怕.
	uint16 GameState;

	//霸烙 胶抛捞瘤.
	uint16 stage;

	//霉锅掳 扼牢诀.
	uint16 enemyLineUp;

	//唱坷绰 利 鸥涝 鉴辑.
	uint16 typeInOrder[3][14][4];
	
	//唱坷绰 利 困摹.
	uint16 xyInOrder[3][14][4];

	//皋春 急琶 敲贰弊.
	uint16 selectedMenu;

	//捞绢窍扁 急琶 敲贰弊.
	uint16 saveMenu;

	//牢飘肺汲疙 巩厘 y绵 谅钎.
	int introInfoY;

	//利 俊呈瘤 焊捞霸 窍绰 矫埃 函荐.
	uint16 timeforEnergy;

	//利 唱坷霸 窍绰 矫埃 函荐.
	uint16 timeforEnemy;

	//胶抛捞瘤付促 焊胶啊 割锅掳 唱坷绰瘤.
	uint16 appBoss[3];

	//茄胶抛捞瘤俊辑 硅版捞 割锅掳俊辑 官差绰瘤.
	uint16 appInnerStage[3];

	//焊胶客 措拳且锭 穿备 措荤牢瘤..
	uint16 bossPage;

	//炼款 扁贱 镜锭 掉饭捞 敲贰弊.
	uint16 skillDelay;

	//扑诀 皋春 急琶 敲贰弊.
	uint16 popupNum;
	
	//霸烙汲疙 皋春 其捞瘤 敲贰弊.
	uint16 helppage;

	//其捞瘤狼 扼牢 肮荐.
	uint16 line;

	//凯趋伙惫瘤 痢荐 函荐.
	int HB_Score;

	//焊捍 磷牢 荐.
	uint16 numType1;

	//泵捍 磷牢 荐.
	uint16 numType2;

	//厘档捍 磷牢 荐.
	uint16 numType3;

	//敲饭捞绢狼 眠啊 登绢柳 捞固瘤甫 瘤快扁 困秦 眠啊 登绢柳 捞固瘤啊 公均牢瘤..
	uint16 addImgType;	//0:PS_DEFAULT_ATTACK_BY_SPEAR 1:PS_DEADLY_ATTACK_BY_SPEAR 2:PS_SPECIAL_ATTACK_BY_SWORD 3:PS_DEADLY_ATTACK_BY_SWORD

	//蹬瘤赣府 ylevel
	uint16 pigYLevel;
	int pigX;

	//捞亥飘 内靛.
	uint16 eventCode;

	//摹飘 内靛.
	uint16 cheatCode;

	boolean loading;

	// 罚待 窃荐侩
	uint32 RandomSeed;
	double RndNum;
	int RandomNumber;
/*
	// BitBlt甫 困茄 归弊扼款靛
	AEEBmp pbmSource;
	void *pBmpBack;
	boolean bVal;
*/	
	//勤靛迄 锅龋.
	char HPNumber[13];
	
	//5疙 勤靛迄 锅龋.
	char myHPNum[5][13];
	
	//5疙 珐欧.
	uint16 myranking[5];
	
	//唱狼 珐欧.
	uint16 realranking;
	
	//郴 痢荐.
	char realjumsu[14];
	
	//5疙 痢荐.
	char myjumsu[5][14];
	
	//珐欧焊咯临锭 其捞瘤.
	uint16 rankpage;

	//霸烙场车阑 锭狼 葛靛.
	uint16 overmode;
	
	//霸烙 摹飘葛靛.
	uint16 cheatMode;

	//弃府肺绊 墨款飘 函荐.
	uint16 polyCount;

	//颇老俊辑 佬篮 胶飘傅.
	char saveFile[10];

	//硅版拳搁 y绵 扁霖.
	int BackGroundY;

	//敲饭捞绢 y绵 扁霖.
	int O_PlayerY;



	//焊呈胶 胶抛捞瘤 墨款飘
	uint16 bonusCount;

	//扼牢诀捞 胖 厚菌绰瘤 酒囱瘤 敲贰弊.
	boolean emptyLineUp;

	//荤款靛 柯,坷橇 咯何...
	boolean soundOn;

	//柳悼 柯,坷橇 咯何...
	boolean vibOn;

	//焊胶客狼 措拳甫 困茄 敲贰弊.
	boolean bossOn;

	//焊胶客狼 措拳绰 茄锅父...
	boolean onceBoss;

	//焊胶 绿蝶操 磷菌阑锭 货肺款 仇甸 唱坷绰 敲贰弊.
	boolean continueEnemy;

	//盒畴霸捞瘤 濒糊捞霸 窍绰 敲贰弊.
	boolean APflag;

	//绊绊 捞固瘤 濒糊捞霸 窍绰 敲贰弊.
	boolean GOflag;

	//茄 胶抛捞瘤俊 茄锅父 硅版捞 官差扁 困秦辑..
	boolean onceBackGround;

	//蹬瘤赣府啊 泅犁 劝己拳 登绢 乐绰瘤.
	boolean pigLiveOK;
	
	//珐欧焊咯林扁 困茄 敲贰弊.
	boolean initFlag;


	//利 掉饭捞.
	uint16 enemyDelay[4];

	//霓焊 虐 茄锅父 利侩.
	uint16 comboNum;

	//虐啊 喘妨脸绰瘤 酒囱瘤 魄窜.
	boolean pressedKey;

	uint16 preGameState;

	//焊呈胶 胶抛捞瘤 函荐.
	uint16 bonus;
	
	uint16 howmanyPig;
	
	//霓焊啊 啊瓷茄瘤 救茄瘤..
	boolean comboOn;
	
	/*A.I甫 困茄 函荐 技飘.*/
	//炼款捞尔 穿啊 绢蠢 磊府俊辑 轿快绊 乐绰瘤.
	uint16 fightNum[2];


	//皋春漠 框流捞扁 困茄 函荐.
	uint16 menu[7];

	//痢橇傍拜阑 困茄 敲贰弊.
	uint16 jumpAttack;

	//焊胶啊 唱坷绊 措荤甫 窍扁 困茄 敲贰弊.
	uint16 delay_Boss;
	
	//connect 茄 何盒.	0:gs_question_start 1:gs_question_end 2:gs_menu(沥焊捞侩丰)
	uint16 connectPoint;

	boolean bossapp;

	//焊呈胶 胶抛捞瘤2 场车绰瘤.
	boolean endBonus2;

	//利殿厘阑 包府窍绰 敲贰弊.
	boolean enemyMgr;

	//ITextCtrl狼 牢遣葛靛甫 函版窍扁 困茄 敲贰弊.
	boolean inputmode;

	boolean Playing;

	boolean memRelease;

	boolean bossDie;

	//痢橇 阜绰 敲贰弊.
	boolean stopjump;

	IEB_KTF_Com	* _BillCommMgr;
	INetMgr *	m_pINetMgr;	
	ISocket *	m_pISocket;
	// 何风 庆歹 荐脚 备炼眉 
	//BrewSndData brewdata;
	MACSHEADERPKT		strMacsHeader;		// MACSHEADER
	// IEB_KTF_Com
	// GetHostByName Function俊 措茄 备炼眉 
	AEEDNSResult		dnsresult;
	// CallBack Fucntion俊 措茄 备炼眉
	AEECallback			cbkLookup;

	uint16		ReceiveHeaderLen;	// NetWork Receive Header Data Size
	uint16		ReceiveLen;			// NetWork Receive Data Size
	uint16		WriteLen;			// NetWork Write Data Size

	char		HeaderBuffer[100];		// 罐绰单捞磐
	char		WriteBuffer[160];		// 焊郴绰 单捞磐 
	char		temp[160];			// 烙矫 滚欺


	//沥焊 捞侩丰.
	boolean peeOn;
	char		ReadBuffer[160];

} HotBloodApp;

#endif

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