📄 battle_event.h
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#ifndef __BATTLE_EVENT_H__#define __BATTLE_EVENT_H__#define BCC_HIT 'H'#define BCC_FIRE 'F'#define BCF_DEATH (1 << 0)#define BCF_NORMAL (1 << 1)#define BCF_KAISHIN (1 << 2)#define BCF_GUARD (1 << 3)#define BCF_COUNTER (1 << 4)#define BCF_DODGE (1 << 5)#define BCF_ULTIMATE_1 (1 << 6)#define BCF_ULTIMATE_2 (1 << 7)#define BCF_GBREAK (1 << 8)#define BCF_GUARDIAN (1 << 9)#define BCF_REFRECT (1 << 10)#define BCF_ABSORB (1 << 11)#define BCF_VANISH (1 << 12)#define BCF_CRUSH (1 << 13)#define BCF_FALL (1 << 14) //落马术#ifdef _SKILL_TOOTH#define BCF_TOOTH (1 << 15) //囓齿#endif#ifdef _PSKILL_MODIFY#define BCF_ATTDOUBLE (1 << 16) //属性强化#endif#ifdef _SKILL_ROAR #define BCF_ROAR (1 << 17) //宠技:大吼(克年兽)#endif #ifdef _MAGIC_DEFMAGICATT#define BCF_DEFMAGICATT (1 << 19)#endif#ifdef _MAGIC_SUPERWALL#define BCF_SUPERWALL (1 << 20)#endif#ifdef _PSKILL_MDFYATTACK#define BCF_MODIFY (1 << 21)#endif#define BCF_B_SKILLACT (1 << 23) //击中後秀图#ifdef _PETSKILL_ANTINTER#define BCF_ANTINTER (1 << 28)#endif#ifdef _OTHER_MAGICSTAUTS#ifdef _MAGICSTAUTS_RESIST#define MAXSTATUSTYPE 6#else#define MAXSTATUSTYPE 3#endif //_MAGICSTAUTS_RESISTextern char MagicStatus[MAXSTATUSTYPE][36];extern int MagicTbl[];extern int MagicTypeTbl[];#endifextern char *aszStatus[];extern char *aszStatusFull[];extern int StatusTbl[];extern int RegTbl[];extern int MagicDefTbl[];extern char *aszMagicDefFull[];extern char *aszMagicDef[];extern char *aszParamChange[];extern char *aszParamChangeFull[];extern int aParamChangeTbl[];extern float gBattleDamageModyfy;extern int gBattleDuckModyfy;extern int gBattleStausChange;extern int gBattleStausTurn;enum{ BATTLE_ST_NONE, // 0 "正常", BATTLE_ST_POISON, // 1 "毒", BATTLE_ST_PARALYSIS, // 2 "麻", BATTLE_ST_SLEEP, // 3 "眠", BATTLE_ST_STONE, // 4 "石", BATTLE_ST_DRUNK, // 5 "醉", BATTLE_ST_CONFUSION, // 6 "乱", BATTLE_ST_WEAKEN, // 7 "虚" BATTLE_ST_DEEPPOISON,// 8 "剧毒" BATTLE_ST_BARRIER, // 9 "魔障" BATTLE_ST_NOCAST, // 10 "沉默"#ifdef _PET_SKILL_SARS // WON ADD 毒煞蔓延 BATTLE_ST_SARS, // 11 "煞"#endif BATTLE_ST_END};#ifdef _OTHER_MAGICSTAUTSenum{ BATTLE_MST_NONE, BATTLE_MST_DEFMAGIC, BATTLE_MST_SUPERWALL,#ifdef _MAGICSTAUTS_RESIST BATTLE_MST_MAGICFIRE, BATTLE_MST_MAGICTHUNDER, BATTLE_MST_MAGICICE,#endif BATTLE_MST_END};#endifenum{ BATTLE_MD_NONE, BATTLE_MD_ABSROB, BATTLE_MD_REFLEC, BATTLE_MD_VANISH, BATTLE_MD_TRAP, BATTLE_MD_END };#ifdef _PETSKILL_RETRACE //存放BATTLE_Attack函式执行後的攻击模式 typedef struct tagBattle_Attack_ReturnData_x1{ int Battle_Attack_ReturnData;}Battle_Attack_ReturnData_x1;Battle_Attack_ReturnData_x1 Battle_Attack_ReturnData_x;#endifint BATTLE_DamageCalc( int attackindex, int defindex );BOOL BATTLE_Attack( int battleindex, int attackNo, int defNo );BOOL BATTLE_Counter( int battleindex, int attackNo, int defNo );BOOL BATTLE_Capture( int battleindex, int attackNo, int defNo );void BATTLE_Guard( int battleindex, int attackNo );// Nuke 20040112 fix for performance#define BATTLE_BroadCast(A,B,C) 0#define BATTLE_BroadCastOn(A,B,C) 0//int BATTLE_BroadCast( int battleindex, char *pszBuffer, int color );//int BATTLE_BroadCastOn( int battleindex, char *pszBuffer, int color );BOOL BATTLE_Escape( int battleindex, int attackNo, int flag);int BATTLE_NoAction( int battleindex, int attackNo );int BATTLE_PetIn( int battleindex, int attackNo );int BATTLE_PetOut( int battleindex, int attackNo );int BATTLE_SurpriseCheck( int battleindex );int BATTLE_Magic( int battleindex, int attackNo );int BATTLE_S_GBreak( int battleindex, int attackNo, int defNo );#ifdef _SKILL_GUARDBREAK2//破除防御2 vincent add 2002/05/20int BATTLE_S_GBreak2( int battleindex, int attackNo, int defNo );#endif#ifdef _SKILL_SACRIFICEint BATTLE_S_Sacrifice( int battleindex, int attackNo, int defNo );#endif#ifdef _SKILL_REFRESHint BATTLE_S_Refresh( int battleindex, int attackNo, int defNo, int marray );#endif#ifdef _SKILL_WEAKEN //vincent宠技:虚弱int BATTLE_S_Weaken( int battleindex, int attackNo, int defNo, int marray );#endif#ifdef _SKILL_DEEPPOISON //vincent宠技:剧毒 int BATTLE_S_Deeppoison( int battleindex, int attackNo, int defNo, int marray );#endif#ifdef _SKILL_BARRIER //vincent宠技:魔障int BATTLE_S_Barrier( int battleindex, int attackNo, int defNo, int marray );#endif#ifdef _SKILL_ROAR //vincent宠技:大吼int BATTLE_S_Roar( int battleindex, int attackNo, int defNo, int marray );#endifint BATTLE_Charge( int battleindex, int attackNo );int BATTLE_StatusAttackCheck( int attackindex, int defindex, int status, //BATTLE_ST_POISON, 1 "毒", //BATTLE_ST_PARALYSIS, 2 "麻", //BATTLE_ST_SLEEP, 3 "眠", //BATTLE_ST_STONE, 4 "石", //BATTLE_ST_DRUNK, 5 "醉", //BATTLE_ST_CONFUSION, 6 "乱" int PerOffset, int Range, float Bai, int *pPer);int BATTLE_Combo( int battleindex, int *pAttackList, int defNo );int BATTLE_EarthRoundHide( int battleindex, int attackNo );int BATTLE_GetDamageReact( int charaindex );void BATTLE_talkToCli( int charaindex, char *pszBuffer, int color );#ifdef _PETSKILL_SETDUCKBOOL BATTLE_CheckMySkillDuck( int charaindex );#endifBOOL BATTLE_LostEscape( int battleindex, int attackNo );BOOL BATTLE_Abduct( int battleindex, int attackNo, int defNo, int array );void BATTLE_Steal( int battleindex, int attackNo, int defNo );int BATTLE_getReactFlg( int index, int react);#ifdef _BATTLESTEAL_FIXvoid BATTLE_StealMoney( int battleindex, int attackNo, int defNo) ;#endif#ifdef _PETSKILL_BATTLE_MODELvoid BATTLE_BattleModel(int battleindex,int attackNo,int myside);#endif// Robin 0727 Ride Pet#define ATTACKSIDE 1#define DEFFENCESIDE 2float BATTLE_adjustRidePet3A( int charaindex, int petindex, int workindex, int action );int BATTLE_getRidePet( int charaindex );#ifdef _PSKILL_FALLGROUND //落马术int BATTLE_S_FallGround( int battleindex, int attackNo, int defNo, int skill_type );#endif#ifdef _PETSKILL_PROPERTYint BATTLE_S_PetSkillProperty( int battleindex, int attackNo, int skill_type, int skill);#endifint BATTLE_S_AttackDamage( int battleindex, int attackNo, int defNo, int skill_type, int skill);#ifdef _MAGIC_SUPERWALLint PETSKILL_MagicStatusChange_Battle( int battleindex, int attackNo, int toNo, int marray);#endif#ifdef _PETSKILL_SETDUCKint PETSKILL_SetDuckChange_Battle( int battleindex, int attackNo, int toNo, int marray);#endif#ifdef _MAGICPET_SKILLint PETSKILL_SetMagicPet_Battle( int battleindex, int attackNo, int toNo, int marray);#endif#ifdef _TAKE_ITEMDAMAGEint BATTLE_ItemCrushCheck( int charaindex , int flg);int BATTLE_ItemCrush( int charaindex, int ItemEquip, int Damages, int flg);#endif#ifdef _PRO_BATTLEENEMYSKILLint BATTLE_E_ENEMYREFILE( int battleindex, int attackNo, int defNo, int skill_type );int BATTLE_E_ENEMYREHP( int battleindex, int attackNo, int defNo, int skill_type );int BATTLE_E_ENEMYHELP( int battleindex, int attackNo, int defNo, int skill_type );#endif#ifdef _USER_CHARLOOPSint CHAR_BattleStayLoop( int charaindex);//原地遇敌#endif#ifdef _PETSKILL_PROPERTYint PET_PetskillPropertyEvent( int Myindex, int defindex, int *damage, int *T_Pow, int size);#endif#ifdef _PETSKILL_FIREKILL //火线猎杀专用int BATTLE_Attack_FIREKILL( int battleindex, int attackNo, int defNo );#endif#ifdef _NEED_ITEM_ENEMYint need_item_eneny_init();#endif#endif
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