📄 op_magic.h
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#if !defined(AFX_OP_MAGIC_H__9E46C0B2_FD86_4EBD_B107_B9D8B67B0669__INCLUDED_)
#define AFX_OP_MAGIC_H__9E46C0B2_FD86_4EBD_B107_B9D8B67B0669__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define SET_LOSTSIGHT 1 //矫仿惑角
#define LIGHTNESS 2 //蝴俊 狼茄 绢狄秦家
#define SET_CUREBLIND 3 //矫仿雀汗 贸府
#define SET_INFORMATION 4 //己流磊-官弗 柄催澜(惑措 沥焊甫 掘绢咳)
////////////////////////// lkh 0725 荐沥 ///////////////////////////
#define TRAP_TIME 60 //付过 担 蜡瘤矫埃 : 60000剐府檬->1盒
enum eT_TYPE
{
PT_PHASING =1,
PT_TOWNPORTAL =2,
PT_TELEPORT =3,
PT_MULTIPORT =4,
PT_MEMORIZINGPORTAL =5,
PT_ABSOL_MOVE_BY_COUNSELLER =6,
PT_DODGE =7,
};
typedef struct tagMAGICTRAP
{
short int trap_X;
short int trap_Y;
short int trap_Type;
DWORD Time;
struct tagMAGICTRAP *prev;
struct tagMAGICTRAP *next;
} MAGICTRAP, *LPMAGICTRAP;
extern MAGICTRAP g_MagicTrap;
extern LPMAGICTRAP g_lpMagicTrap[8][8];
extern int g_Condition_Table[8][8];
/////////////////////////// 0320 lkh 眠啊 //////////////////////////////
extern void LoadConditionTable(void);
extern void InitTrap();
extern BOOL InsertTrap(short int tile_X, short int tile_Y, short int trap_Type, DWORD continue_Time);
extern void AddTrap( LPMAGICTRAP *Header, LPMAGICTRAP lpMagicTrap_add );
extern void DeleteTrap( LPMAGICTRAP *Header, LPMAGICTRAP lpTrap_Delete);
extern LPMAGICTRAP FindTrap( LPMAGICTRAP *Header, short int tile_X, short int tile_Y );
extern void CheckTimeTrap(void);
extern void SendExposeTrap(CHARLIST* target, short int tile_X, short int tile_Y, short int trap_Type);
extern void SendCMD_MAGICTRAP_EXPOSE( t_server_magictrap_expose *p);
extern void RecvHexaEditing(int cn, t_client_editing_table *p);
extern void SendCMD_MAGIC_POSITION( t_server_magic_position *p);
extern void AddCasterEXP(CHARLIST *attacker, CHARLIST *defender, int result, int magicType, int magic_Num=0, int damage=0);
extern void NPCLostSight(CHARLIST *target, int Time);
extern void SendViewType(CHARLIST *target, int view_Type, int continue_Time);
extern void SendViewTypeChange(int, int);
extern void SendCharacterCondition(CHARLIST*, int);
extern void SendMagicCommand(CHARLIST* lpChar, short int slot1 = 0, short int slot2 = 0, short int slot3 = 0);
extern void CheckCharacterCondition(CHARLIST* pTarget);
extern void CheckTransparency(CHARLIST* pTarget, bool bAuto = false);
extern bool IsMovable(int& rX, int& rY);
extern void TransArea(BYTE nType, CHARLIST* pTarget, int nX, int nY);
extern void TransMap(CHARLIST* pTarget);
extern bool SummonMonster(CHARLIST* pMaster, int nCreate, int nX, int nY);
extern bool FollowSummon(WORD idFollowing, WORD idMaster);
extern void KillMonster(WORD wNumber);
extern bool SearchTrap(CHARLIST* pCaster, int nX, int nY);
extern int getEquipRandomPos( void );
#endif // !defined(AFX_OP_MAGIC_H__9E46C0B2_FD86_4EBD_B107_B9D8B67B0669__INCLUDED_)
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