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📄 char_base.h.bak

📁 石器时代2.0完整版源代码.已经加入新功能. 在REDHAT9下GCC3.4编译成功.
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#ifndef __CHAR_BASE_H__#define __CHAR_BASE_H__#include "version.h"#include "skill.h"#include "title.h"/*#include "magicinfo.h"*/#include "addressbook.h"#define CHAR_DELIMITER "\n"#define NONCHAR_DELIMITER "|"#define STATUSSENDDELIMITER "|"#define CHAR_MAXGOLDHAVE    (1000*10000)#define CHAR_MAXBANKGOLDHAVE    (10000*10000)#define CHAR_MAXFMBANKGOLDHAVE	(10000*10000*2)#ifdef _PERSONAL_FAME	// Arminius 8.30: 家族个人声望#define MAX_PERSONALFAME (10000 * 10000)#endif#define CHAR_SKILLMAXHAVE   5#define CHAR_TITLEMAXHAVE   30#define NULLSKILL   "0"#define CHAR_MAXPETHAVE         5#define CHAR_MAXPERSONAGOLD		50000000#ifdef _ADD_POOL_ITEM			   // WON ADD 增加可寄放的道具#define CHAR_MAXPOOLPETHAVE         15#else#define CHAR_MAXPOOLPETHAVE         10#endif#define CHAR_MAXPETSKILLHAVE       7#define CHAR_PARTYMAX           5#define	CHAR_MAXATTRIB			100#define CHAR_MAXUPLEVEL			140#define	CHAR_MAXDUELPOINT		100000000#define CHAR_DEFAULTMAXAI		(60)#define CHAR_MAXVARIABLEAI		(100*100)#define CHAR_MINVARIABLEAI		(-100*100)#define CHAR_POISONSTRING           "中毒"#define CHAR_RECOVERPOISONSTRING    "解毒了"#define CHAR_PARALYSISSTRING        "麻痹了"#define CHAR_RECOVERPARALYSISSTRING "麻醉退了"#define CHAR_SILENCESTRING          "无法念魔法了"#define CHAR_RECOVERSILENCESTRING   "可以念魔法了"#define CHAR_STONESTRING            "石化了"#define CHAR_RECOVERSTONESTRING     "变灵活了"#define CHAR_DARKNESSSTRING         "四周不见了"#define CHAR_RECOVERDARKNESSSTRING  "四周出现了"#define CHAR_CONFUSIONSTRING        "陷入恐慌"#define CHAR_RECOVERCONFUSIONSTRING "恢复正常"#define CHAR_DEFAULTSEESIZ  23#define MAP_CHAR_DEFAULTSEESIZ      (CHAR_DEFAULTSEESIZ+4)typedef enum{    CHAR_HEAD,                   CHAR_BODY,     CHAR_ARM,    CHAR_DECORATION1,    CHAR_DECORATION2,    CHAR_EQUIPPLACENUM,}CHAR_EquipPlace;typedef struct tagCharHaveSkill{    int     use;    Skill   skill;}CHAR_HaveSkill;typedef enum{    CHAR_ACTSTAND,    CHAR_ACTWALK,    CHAR_ACTATTACK,    CHAR_ACTTHROW,    CHAR_ACTDAMAGE,    CHAR_ACTDEAD,    CHAR_ACTMAGIC,    CHAR_ACTITEM,    CHAR_ACTEFFECT,    CHAR_ACTDOWN = 10,    CHAR_ACTSIT,    CHAR_ACTHAND,    CHAR_ACTPLEASURE,    CHAR_ACTANGRY,    CHAR_ACTSAD,    CHAR_ACTGUARD,    CHAR_ACTACTIONWALK,    CHAR_ACTNOD,    CHAR_ACTACTIONSTAND,    CHAR_ACTBATTLE = 20,    CHAR_ACTLEADER,	CHAR_ACTBATTLEWATCH,	CHAR_ACTPOPUPNAME,	CHAR_ACTTURN = 30,	CHAR_ACTWARP,	CHAR_ACTTRADE,#ifdef _MIND_ICON	CHAR_MIND = 40,#endif#ifdef _ITEM_CRACKER	CHAR_ITEM_CRACKER = 50,#endif}CHAR_ACTION;typedef enum{    CHAR_CLIACTATTACK,    CHAR_CLIACTDAMAGE,    CHAR_CLIACTDOWN,    CHAR_CLIACTSTAND,    CHAR_CLIACTWALK,    CHAR_CLIACTSIT,    CHAR_CLIACTHAND,    CHAR_CLIACTPLEASURE,    CHAR_CLIACTANGRY,    CHAR_CLIACTSAD,    CHAR_CLIACTGUARD,	CHAR_CLIACTNOD,	CHAR_CLIACTTHROW,}CHAR_CLIENTACTION;typedef enum{    CHAR_TYPENONE,    CHAR_TYPEPLAYER,    CHAR_TYPEENEMY,    CHAR_TYPEPET,    CHAR_TYPEDOOR,    CHAR_TYPEBOX,    CHAR_TYPEMSG,    CHAR_TYPEWARP,    CHAR_TYPESHOP,    CHAR_TYPEHEALER,    CHAR_TYPEOLDMAN,    CHAR_TYPEROOMADMIN,    CHAR_TYPETOWNPEOPLE,    CHAR_TYPEDENGON,    CHAR_TYPEADM,    CHAR_TYPETEMPLE,    CHAR_TYPESTORYTELLER,    CHAR_TYPERANKING,    CHAR_TYPEOTHERNPC,    CHAR_TYPEPRINTPASSMAN,    CHAR_TYPENPCENEMY,    CHAR_TYPEACTION,    CHAR_TYPEWINDOWMAN,    CHAR_TYPESAVEPOINT,    CHAR_TYPEWINDOWHEALER,	CHAR_TYPEITEMSHOP,	CHAR_TYPESTONESHOP,	CHAR_TYPEDUELRANKING,	CHAR_TYPEWARPMAN,	CHAR_TYPEEVENT,	CHAR_TYPEMIC,	CHAR_TYPELUCKYMAN,	CHAR_TYPEBUS,	CHAR_TYPECHARM,	CHAR_TYPECHECKMAN,	CHAR_TYPEJANKEN,	CHAR_TYPETRANSMIGRATION,	CHAR_TYPEFMWARPMAN,			// 家族PK场管理员	CHAR_TYPEFMSCHEDULEMAN,		// 家族PK场登记员	CHAR_TYPEMANORSCHEDULEMAN,	// 庄园PK场预约人#ifdef _GAMBLE_BANK	CHAR_GAMBLEBANK,#endif#ifdef _NEW_WARPMAN	CHAR_NEWNPCMAN,#endif#ifdef _GAMBLE_ROULETTE	CHAR_GAMBLEROULETTE,	CHAR_GAMBLEMASTER,#endif#ifdef _TRANSER_MAN	CHAR_TRANSERMANS,#endif#ifdef _ITEM_NPCCHANGE	CHAR_ITEMCHANGENPC,#endif#ifdef _CFREE_petskill	CHAR_FREESKILLSHOP,#endif#ifdef _PETRACE	CHAR_PETRACEMASTER,			// 宠物竞速	CHAR_PETRACEPET,#endif#ifdef _ALLDOMAN // (不可开) Syu ADD 排行榜NPC  CHAR_TYPEALLDOMAN,#endif    CHAR_TYPEPETMAKER,              // petmaker    CHAR_TYPENUM,}CHAR_TYPE;typedef enum{	CHAR_EVENT_NONE,  CHAR_EVENT_NPC,  CHAR_EVENT_ENEMY,  CHAR_EVENT_WARP,  CHAR_EVENT_DOOR,	CHAR_EVENT_ALTERRATIVE,	CHAR_EVENT_WARP_MORNING,	CHAR_EVENT_WARP_NOON,	CHAR_EVENT_WARP_NIGHT,  CHAR_EVENTNUM,}CHAR_EVENT;typedef enum{    CHAR_PARTY_NONE,    CHAR_PARTY_LEADER,    CHAR_PARTY_CLIENT,}CHAR_PARTY_MODE;typedef enum{      CHAR_TRADE_FREE,      /* 可交易 */      CHAR_TRADE_SENDING,   /* 交易请求中 */      CHAR_TRADE_TRADING,   /* 交易中 */      CHAR_TRADE_LOCK,	    /* 交易锁定中 */}CHAR_TRADE_MODE;                  typedef enum{    CHAR_PETMAIL_NONE,    CHAR_PETMAIL_IDLE1,    CHAR_PETMAIL_IDLE2,    CHAR_PETMAIL_RETURNWAIT,    CHAR_PETMAIL_IDLE3,    CHAR_PETMAIL_IDLE4,    CHAR_PETMAIL_IDLE5,}CHAR_PETMAIL_MODE;typedef enum{    CHAR_PETFOLLOW_NONE,    CHAR_PETFOLLOW_NOW,}CHAR_PETFOLLOW_MODE;#ifdef _DROPSTAKENEWtypedef enum{	DICE_BIG = 1,		// 骰子_大	DICE_SMALL,			// 骰子_小	DICE_ALLEAT,		// 骰子_通吃	PET_RACE1 = 5,		// 竞速场_宠物1	PET_RACE2,			// 竞速场_宠物2	PET_RACE3,			// 竞速场_宠物3	ROULETTE1 = 11,	ROULETTE2, ROULETTE3, ROULETTE4, ROULETTE5,	ROULETTE6, ROULETTE7, 	ROULETTE8, ROULETTE9, ROULETTE10, ROULETTE11, ROULETTE12, ROULETTE13, ROULETTE14,	ROULETTE15,	ROULETTE16,	ROULETTE17,	ROULETTE18,	ROULETTE19,	ROULETTE20,		ROULETTE21 = 41, ROULETTE22, ROULETTE23, ROULETTE24,	ROULETTE25,	ROULETTE26,		ROULETTE27,	ROULETTE28,	ROULETTE29, ROULETTE30, ROULETTE31, ROULETTE32,	ROULETTE33,	ROULETTE34,	ROULETTE35,	ROULETTE36,	ROULETTE37,	ROULETTE38,	ROULETTE39,	ROULETTE40,	ROULETTE41 = 71, ROULETTE42, ROULETTE43, ROULETTE44, ROULETTE45,	ROULETTE51 = 101, ROULETTE52, ROULETTE53,	//横列	ROULETTE61 = 111, ROULETTE62,				//1到10 10到11	PETFIGHT_WIN1 = 120,	PETFIGHT_WIN2,	PETFIGHT_DUEL,}GAMBLE_TYPE;#endif#ifdef _ADD_POOL_ITEM				// (不可开) WON ADD 增加可寄放的道具#define CHAR_MAXPOOLITEMHAVE	30#else#define CHAR_MAXPOOLITEMHAVE	20#endif#define CHAR_MAXITEMNUM  15#define CHAR_STARTITEMARRAY     CHAR_EQUIPPLACENUM#define CHAR_MAXITEMHAVE (CHAR_STARTITEMARRAY+CHAR_MAXITEMNUM)typedef enum{    CHAR_DATAPLACENUMBER,    CHAR_BASEIMAGENUMBER,    CHAR_BASEBASEIMAGENUMBER,    CHAR_FACEIMAGENUMBER,    CHAR_FLOOR,    CHAR_X,    CHAR_Y,    CHAR_DIR,    CHAR_LV,    CHAR_GOLD,    CHAR_HP,    CHAR_MP,    CHAR_MAXMP,    CHAR_VITAL,    CHAR_STR,    CHAR_TOUGH,    CHAR_DEX,    CHAR_CHARM,    CHAR_LUCK,    CHAR_EARTHAT,    CHAR_WATERAT,    CHAR_FIREAT,    CHAR_WINDAT,    CHAR_DEFAULTPET,    CHAR_CRITIAL,    CHAR_COUNTER,	CHAR_RARE,    CHAR_RADARSTRENGTH,    CHAR_CHATVOLUME,    CHAR_MERCHANTLEVEL,    CHAR_HEALERLEVEL,    CHAR_SAVEPOINT = CHAR_HEALERLEVEL,    CHAR_DETERMINEITEM,    CHAR_INDEXOFEQTITLE,    CHAR_POISON,    CHAR_PARALYSIS,    CHAR_SLEEP,    CHAR_STONE,    CHAR_DRUNK,    CHAR_CONFUSION,    CHAR_LOGINCOUNT,    CHAR_NPCCREATEINDEX=CHAR_LOGINCOUNT,    CHAR_DEADCOUNT,    CHAR_WALKCOUNT,    CHAR_TALKCOUNT,    CHAR_DAMAGECOUNT,    CHAR_GETPETCOUNT,    CHAR_KILLPETCOUNT,    CHAR_DEADPETCOUNT,		CHAR_SENDMAILCOUNT,		CHAR_MERGEITEMCOUNT,		CHAR_DUELBATTLECOUNT,		CHAR_DUELWINCOUNT,		CHAR_DUELLOSECOUNT,		CHAR_DUELSTWINCOUNT,		CHAR_DUELMAXSTWINCOUNT,    CHAR_WHICHTYPE,    CHAR_WALKINTERVAL,    CHAR_LOOPINTERVAL,		CHAR_OLDEXP,		CHAR_EXP,    CHAR_LASTTALKELDER,    CHAR_SKILLUPPOINT,    CHAR_LEVELUPPOINT,    CHAR_IMAGETYPE,    CHAR_NAMECOLOR,    CHAR_POPUPNAMECOLOR,    CHAR_LASTTIMESETLUCK,    CHAR_DUELPOINT,    CHAR_ENDEVENT,				/* (0~31)		*/    CHAR_ENDEVENT2,				/* (32~63)		*/    CHAR_ENDEVENT3,				/* (64~96)		*/#ifdef _NEWEVENT	CHAR_ENDEVENT4,				/* (96~127) */	CHAR_ENDEVENT5,				/* (128~159) */	CHAR_ENDEVENT6,				/* (160~191) */#endif	CHAR_NOWEVENT,				/* (0~31)		*/	CHAR_NOWEVENT2,				/* (32~63)		*/	CHAR_NOWEVENT3,				/* (64~96)		*/#ifdef _NEWEVENT	CHAR_NOWEVENT4,				/* (96~127)		*/	CHAR_NOWEVENT5,				/* (128~159)	*/	CHAR_NOWEVENT6,				/* (160~191)	*/#endif	CHAR_TRANSMIGRATION,	CHAR_TRANSEQUATION,  CHAR_INITDATA,  CHAR_SILENT,				/* char shutup time */      CHAR_FMINDEX,				// 家族 index  CHAR_FMLEADERFLAG,			/* 家族成员种类    							 * FMMEMBER_NONE	:没有加入任何家族    							 * FMMEMBER_APPLY	:申请加入家族中    							 * FMMEMBER_LEADER	:族长    							 * FMMEMBER_MEMBER	:一般成员    							 * FMMEMBER_ELDER	:长老        							 * FMMEMBER_INVITE	:祭司			// 暂时不用    							 * FMMEMBER_BAILEE	:财务长			// 暂时不用    							 * FMMEMBER_VICELEADER  :副族长		// 暂时不用    							*/  CHAR_FMSPRITE,		// 家族守护精灵  CHAR_BANKGOLD,  CHAR_RIDEPET,  CHAR_LEARNRIDE,#ifdef _NEW_RIDEPETS	CHAR_LOWRIDEPETS,#endif  CHAR_LIMITLEVEL,    #ifdef _PERSONAL_FAME	// Arminius 8.30: 家族个人声望    CHAR_FAME,#endif#ifdef _NEWSAVE    CHAR_SAVEINDEXNUMBER,	/*  SaveFile .0.char or .1.char */#endif #ifdef _ATTACK_MAGIC		CHAR_EARTH_EXP,						// 玩家的地魔法熟练度		CHAR_WATER_EXP,						// 玩家的水魔法熟练度		CHAR_FIRE_EXP,						// 玩家的火魔法熟练度		CHAR_WIND_EXP,						// 玩家的风魔法熟练度		CHAR_EARTH_RESIST,					// 玩家的地魔法抗性		CHAR_WATER_RESIST,					// 玩家的水魔法抗性		CHAR_FIRE_RESIST,					// 玩家的火魔法抗性		CHAR_WIND_RESIST,					// 玩家的风魔法抗性		CHAR_EARTH_ATTMAGIC_EXP,			// 玩家的地魔法熟练度经验值		CHAR_WATER_ATTMAGIC_EXP,			// 玩家的水魔法熟练度经验值		CHAR_FIRE_ATTMAGIC_EXP,				// 玩家的火魔法熟练度经验值		CHAR_WIND_ATTMAGIC_EXP,				// 玩家的风魔法熟练度经验值	 	CHAR_EARTH_DEFMAGIC_EXP,			// 玩家的地魔法抗性经验值		CHAR_WATER_DEFMAGIC_EXP,			// 玩家的水魔法抗性经验值		CHAR_FIRE_DEFMAGIC_EXP,				// 玩家的火魔法抗性经验值		CHAR_WIND_DEFMAGIC_EXP,				// 玩家的风魔法抗性经验值#endif#ifdef _GAMBLE_BANK		CHAR_PERSONAGOLD,	//赌场个人银行#endif#ifdef _DROPSTAKENEW		CHAR_GAMBLENUM,		//赌场积分#endif#ifdef _ADD_ACTION          //npc动作		CHAR_ACTIONSTYLE,#endif#ifdef _FM_JOINLIMIT		CHAR_FMTIMELIMIT,#endif#ifdef _ALLDOMAN // (不可开) Syu ADD 排行榜NPC		CHAR_HEROFLOOR, #endif#ifdef _PETSKILL_BECOMEPIG

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