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📄 main.h

📁 国内著名网络游戏dragon的服务端完整源码 内附完整数据库结构
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	short int Disroyal;
	short int Greed;
	short int idol;
	short int Reputaion;
	short int Reputaion_range;
	short int SpiritValue;
	short int SpiritValue_Range;
	short int PS[15] ;
	short int Sel_Dice;
	short int QuantityperLv;
	short int WS[15] ;
	short int Sel_Dice1;
	short int QuantityperLv1;
	short int Leathal_weapon1;
	short int Leathal_weapon2;
	short int Damage_weapon;
	short int Leathal_attackws[9] ;
	short int Damage_WP;
	short int Leathal_WS;
	short int Success;
	short int Leathal_ps;
	short int DamagePercent_ps;
	short int Inventory[15] ;
	short int Amount_Dice;
	short int Righthand;
	short int Lefthand;
	short int Body;
	short int Helmet;
	short int leg;
	short int Leg_Probability;
	short int neck;
	short int neck_Probability	;
	short int unique1;
	short int Unique1_probalbility;
	short int Unique2;
	short int unique2_probability	;
	short int Crapple;
	short int swordmanship;
	short int Archery;
	short int Fencing;
	short int Mace_fighting;
	short int Pierce;
	short int Whirl;
	short int Hurl;
	short int Parrying;
	short int Double_Swordmanship	;
	short int Double_MaceFighting	;
	short int Magery;
	short int Orison;
	short int LV_Str;
	short int Con;
	short int Dex;
	short int Wis;
	short int Int;
	short int Movp;
	short int Char;
	short int Endu;
	short int Mor;
	short int Luck;
	short int WS_PS;
	short int Fullpoint;
	__int16 nPoison; // 历林拌凯 付过俊 措茄 历亲仿
	__int16 nCurse;  // 历林拌凯 付过俊 措茄 历亲仿	
	__int16 nFire;	 // 阂拌凯 傍拜 付过俊 措茄 历亲仿
	__int16 nIce;		 // 倔澜拌凯 傍拜 付过俊 措茄 历亲仿
	__int16 nElect;	 // 傈拜拌凯 傍拜 付过俊 措茄 历氢仿
	__int16 nHoly;	 // 脚仿拌凯 傍拜 付过俊 措茄 历亲仿
	short int DivideLv;
	short int Resist_Range;
	short int Tamingable;
	short int Taming_min;
	short int Taming_max;
	short int Talkanimal_min;
	short int Talkanimal_max;
	short int Resist;
	short int Resist_range1;
	short int ValueHP;
	short int ValueSP;
	short int Rely_value;
	short int nor_range;
	short int att_range;
	short int offset[20] ;
	short int neglect_attack;
	short int neglect_avoid;
	short int check_pass;
	short int party;
	short int enemy_no;
	short int levelgap;
	short int apgap;
	short int vpgap;
	short int opendoor;
	short int lockdoor;
	short int closedoor;
	short int breakdoor;
	short int openobj;
	short int lockbj;
	short int closeobj;
	short int breakobj;
	short int act_month;
	short int act_time;
	short int act_bi;
	short int act_chun;
	short int act_nun ;
} NPC_Generation ;



//######## tactics 俊 荤侩 #############
#define		CRAPPLE_			0
#define		SWORD_				1
#define		ARCHERY_			2		
#define		FENCING_			3
#define		MACE_				4	
#define		PIERCE_				5		
#define		WHIRL_				6		
#define		HURL_ 				7		
#define		PARRYING_			8	
#define		D_SWORD_			9			
#define		D_MACE_				10		
#define		MAGERY_				11
#define		ORISON_				12




/// CHARLIST ch->type 俊辑 荤侩...
#define	SPRITETYPE_NONE				0
#define	SPRITETYPE_CHARACTER		1
#define	SPRITETYPE_NPC				2
#define	SPRITETYPE_MONSTER			3


#define Num_Of_NPC_Type 100
#define	Num_Of_NPC_Name	984
#define	Num_Of_NPC_Lev	256
#define Num_Of_NPC_Generation	90

#define STR		0		//1213_2
#define DEX		1
#define CON		2
#define WIS		3
#define INT		4
#define CHA		5
#define MOVP	6
#define ENDU	7
#define MOR		8
#define WSPS	9
#define LUCK	10

#define HEALTH	11
#define MOV		12
#define AC		13
#define FAME	14
#define DAMAGE	15
#define HIT		16
#define TACTICS	17
#define MONEY	18

#define IMSI	19

#define LEV		20
#define EXP		21
#define HP		22
#define MAX_HP	23

#define MP		24
#define MAX_MP	25
#define SP		26
#define MAX_SP	27
#define CONDI	28
#define R_POI	29
#define R_PAR	30
#define R_MAG	31
#define R_FIR	32
#define R_ICE	33
#define R_ELE	34

#define DAM_MIN	35
#define DAM_MAX	36
#define HIT_RAT	37
#define DEF_RAT	38

#define TAC_S1	39
#define TAC_S2	40
#define TAC_S3	41
#define TAC_S4	42
#define TAC_S5	43
#define TAC_S6	44
#define TAC_S7	45
#define TAC_S8	46
#define TAC_S9	47
#define TAC_S10	48
#define TAC_S11	49
#define TAC_S12	50

#define TAC_E1	51
#define TAC_E2	52
#define TAC_E3	53
#define TAC_E4	54
#define TAC_E5	55
#define TAC_E6	56
#define TAC_E7	57
#define TAC_E8	58
#define TAC_E9	59
#define TAC_E10	60
#define TAC_E11	61
#define TAC_E12	62

// exp inc. decision criteria
#define HIT_FAILED		0
#define HIT_AND_DEAD	1
#define HIT_AND_NOTDEAD	2



#define  N_VYSEUS		3
#define  N_ZYPERN		4
#define  N_HEGEMONIA	5
#define  N_YILSE		6 

///////////////////////// 捞痹绕 1228 //////////////////////////
/////////////////// 惑怕甫 唱鸥郴绰 厚飘 沥狼 ///////////////////
#define		CON_NORMAL		0x00		//沥惑惑怕			0
#define		CON_ACTIVE		0x01		//劝悼利惑怕		1
#define		CON_SLUGGISH	0x02		//公扁仿惑怕	   10		
#define		CON_SLOW		0x04		//浇肺快惑怕	  100	
#define		CON_DAZE		0x08		//去鄂惑怕		 1000	
#define		CON_POISON		0x10		//吝刀惑怕		10000
#define		CON_STONE		0x20		//籍拳惑怕	   100000
#define     CON_DEATH		0x40		//磷澜惑怕	  1000000

const int MAX_UPDATE_CHARACTER_	= 30000; // CSD-030320
const int MIN_GUILD_COUNT = 10;  // CSD-030320
//Skill No
enum eSkillNoIndex
{	//< CSD-030306
	SKILL_UNKNOWN							=0,	// 030117 kyo 
	SKILL_DETECT_GHOST						=1,	
	SKILL_TALK_WITH_GHOST					=2,	
	SKILL_POISONING							=3,	
	SKILL_DETECT_POISON						=4,	
	SKILL_FIND_TRAPS						=5,	
	SKILL_REMOVE_TRAPS						=6,	
	SKILL_ENTRAPMENT						=7,	
//	SKILL_MAGIC_SCROLLING					=8,	
//	SKILL_ABILITY_SCROLLING					=9,	
//	SKILL_EMERGENCY_ALRAM					=10,	
//	SKILL_FIRST_AID							=11,	
//	SKILL_FAST_FOOT							=12,	
//	SKILL_SECRETHEAR						=13,	
//	SKILL_WALLCLIMBING						=14,	
//	SKILL_INTUITION							=15,	
	SKILL_DETECT_BOMB						=16,	
	SKILL_BOMB_IN_BOX						=17,	
	SKILL_REMOVE_BOMB						=18,	
	SKILL_STEALING							=19,	
//	SKILL_LOCKPICKING						=20,	
	SKILL_RECLAIM							=21,	
	SKILL_SOW								=22,	
//	SKILL_CULTIVATE							=23,	
	SKILL_HAVEST							=24,	
//	SKILL_DETECT_MINERAL					=25,	
	SKILL_MINING							=26,	
	SKILL_REFINE							=27,	
	SKILL_FISH_HOOKING						=28,	
//	SKILL_BAITMAKING						=29,	
	SKILL_NETTING							=30,	
//	SKILL_SAILING							=31,	
	SKILL_CUTTING							=32,	
	SKILL_LUMBERING							=33,	
	SKILL_BUTCHERING						=34,	
//	SKILL_DETECT_HERB						=35,	
	SKILL_DIGGING							=36,	
	SKILL_MAKEPOWDER						=37,	
//	SKILL_HERDING							=38,	
//	SKILL_MILKING							=39,	
//	SKILL_MIDWIFERY							=40,	
	SKILL_SHEAR								=41,	
	SKILL_CARPENTRY							=42,	
	SKILL_BLACKSMITHY						=43,	
	SKILL_COOKING							=44,	
	SKILL_CLOTHING							=45,	
//	SKILL_DYEING							=46,	
	SKILL_TAILORING							=47,	
	SKILL_BOWCRAFTING						=48,	
	SKILL_FLETCHING							=49,	
	SKILL_MAKEPOTION						=50,	
	SKILL_MAKEMETAL							=51,	
	SKILL_MAKEBOTTLE						=52,	
	SKILL_CANDLEMAKING						=53,	
//	SKILL_WAXING							=54,	
//	SKILL_REPAIRNG							=55,	
//	SKILL_REUTILIZING						=56,	
//	SKILL_PLAYING							=57,	
//	SKILL_PEACEMAKING						=58,	
//	SKILL_PARALYSIS							=59,	
//	SKILL_HALLUCINATION						=60,	
//	SKILL_PROVOCATION						=61,	
//	SKILL_ENTICEMENT						=62,	
//	SKILL_NOISE								=63,	
//	SKILL_TRACKING							=64,	
	SKILL_SNOOPING							=65,	
//	SKILL_SEARCH							=66,	
	SKILL_MERCHANT							=67,	
	SKILL_BLACKSMITHY_MASTER				=68,	//措厘厘捞 扁己	
	SKILL_CARPENTRY_MASTER					=69,	//格荐 扁己	
	SKILL_BOWCRAFTING_MASTER				=70,	//劝力累荤 扁己	
	SKILL_TAILORING_MASTER					=71,	//犁窜荤 扁己
//	SKILL_HIDE								=72,	
//	SKILL_CAMPING							=73,	
	SKILL_MAKEFIRE							=74,	
	SKILL_TAMING							=75,	
//	SKILL_COMMUNICATE_WITH_ANIMAL			=76,	
//	SKILL_COMMUNICATE_WITH_OTHER_TRIBE		=77,	
//	SKILL_ANIMAL_LORE						=78,	
//	SKILL_ARMS_LORE							=79,	
	SKILL_EVALUATE_INTELIGENCE				=80,	
	SKILL_EVALUATE_WISDOM					=81,	
	SKILL_ANATOMY_JUDGEMENT					=82,	
	SKILL_ITEM_IDENTIFICATION				=83,	
//	SKILL_TASTE_IDENTIFICATION				=84,	
//	SKILL_APPRAISAL							=85,	
//	SKILL_HEALING							=86,	
	SKILL_TACTICS							=87,//021113 lsw
	TACTICS_Crapple							=88,
	TACTICS_swordmanship					=89,
	TACTICS_Archery							=90,
	TACTICS_Fencing							=91,	
	TACTICS_Mace_fighting					=92,
	TACTICS_Pierce							=93,
	TACTICS_Whirl							=94,
	TACTICS_Hurl							=95,
	TACTICS_Parrying						=96,
	TACTICS_Double_Swordmanship				=97,
	TACTICS_Double_MaceFighting				=98,	
	TACTICS_Magery							=99,
	TACTICS_Orison							=100,
//	SKILL_THREAD							=101,	
//	SKILL_COLORING							=102,	
//	SKILL_JUMP								=103,	
//	SKILL_RIDING							=104,	
	SKILL_GHOST_RESURRECTION				=105,	
	SKILL_GM_CARPENTER						=106,	
	SKILL_GM_BLACKSMITH						=107,	
	SKILL_GM_COOK							=108,	
	SKILL_GM_TAILOR							=109,	
	SKILL_GM_BOWCRAFT						=110,	
	SKILL_GM_ALCHEMIST						=111,	
	SKILL_GM_CANDLEMAKER					=112,	
};	//> CSD-030306

extern int init_login_main( void );
extern int run_login_main(void);
extern void end_login_main( void );
extern void prepare(t_connection c[]);
extern NPCLev_to_Exp NPC_Lev_Ref[Num_Of_NPC_Lev]; // CSD-TW-030606
const int MAX_EXP_LEVEL = 150; // CSD-TW-030606
const int MAX_TAC_LEVEL = 199; // CSD-TW-030606

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