📄 battle.h
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#ifndef __BATTLE_H__#define __BATTLE_H__#include "net.h"#define BATTLE_ENTRY_MAX 10#define BATTLE_PLAYER_MAX 5#define SIDE_OFFSET 10#define BATTLE_STRING_MAX 4096#define BATTLE_TIME_LIMIT (60*60)#define DUELPOINT_RATE (0.1)enum{ BATTLE_MODE_NONE = 0, // 无战斗状态 BATTLE_MODE_INIT, // 战斗初始化 BATTLE_MODE_BATTLE, // 战斗中 BATTLE_MODE_FINISH, // 战斗结束 BATTLE_MODE_STOP, // 战斗结束(未使用) BATTLE_MODE_WATCHBC, // 观战初始化 BATTLE_MODE_WATCHPRE, // 观战(没作用) BATTLE_MODE_WATCHWAIT, // 观战(没作用) BATTLE_MODE_WATCHMOVIE, // 观战(没作用) BATTLE_MODE_WATCHAFTER, // 观战(没作用) BATTLE_MODE_END};enum{ BATTLE_TYPE_NONE = 0, BATTLE_TYPE_P_vs_E = 1, BATTLE_TYPE_P_vs_P = 2, BATTLE_TYPE_E_vs_E = 3, BATTLE_TYPE_WATCH = 4, BATTLE_TYPE_DP_BATTLE = 5, BATTLE_TYPE_BOSS_BATTLE = 6, BATTLE_TYPE_END};enum{ BATTLE_CHARMODE_NONE = 0, // 无战斗状态 BATTLE_CHARMODE_INIT, // 战斗初始化 BATTLE_CHARMODE_C_WAIT, // 等待战斗指令 BATTLE_CHARMODE_C_OK, // 已输入战斗指令 BATTLE_CHARMODE_BATTLE, // 未使用 BATTLE_CHARMODE_RESCUE, // 由help状态进入的 BATTLE_CHARMODE_FINAL, // 战斗结束 BATTLE_CHARMODE_WATCHINIT, // 观战初始化 BATTLE_CHARMODE_COMMAND, // 未使用 BATTLE_CHARMODE_END};typedef enum{ BATTLE_ERR_NONE = 0, BATTLE_ERR_NOTASK, BATTLE_ERR_NOUSE, BATTLE_ERR_PARAM, BATTLE_ERR_ENTRYMAX, BATTLE_ERR_TYPE, BATTLE_ERR_CHARAINDEX, BATTLE_ERR_BATTLEINDEX, BATTLE_ERR_NOENEMY, BATTLE_ERR_ALREADYBATTLE, BATTLE_ERR_SAMEPARTY, BATTLE_ERR_END}BATTLE_ERR;enum{ BATTLE_S_TYPE_PLAYER = 0, BATTLE_S_TYPE_ENEMY, BATTLE_S_TYPE_END};typedef enum{ BATTLE_COM_NONE, BATTLE_COM_ATTACK, BATTLE_COM_GUARD, BATTLE_COM_CAPTURE, BATTLE_COM_ESCAPE, BATTLE_COM_PETIN, BATTLE_COM_PETOUT, BATTLE_COM_ITEM, BATTLE_COM_BOOMERANG, BATTLE_COM_COMBO, BATTLE_COM_COMBOEND, BATTLE_COM_WAIT, BATTLE_COM_SEKIBAN = 1000, BATTLE_COM_S_RENZOKU, BATTLE_COM_S_GBREAK, BATTLE_COM_S_GUARDIAN_ATTACK, BATTLE_COM_S_GUARDIAN_GUARD, BATTLE_COM_S_CHARGE, BATTLE_COM_S_MIGHTY, BATTLE_COM_S_POWERBALANCE, BATTLE_COM_S_STATUSCHANGE, BATTLE_COM_S_EARTHROUND0, BATTLE_COM_S_EARTHROUND1, BATTLE_COM_S_LOSTESCAPE, BATTLE_COM_S_ABDUCT, BATTLE_COM_S_STEAL, BATTLE_COM_S_NOGUARD, BATTLE_COM_S_CHARGE_OK, BATTLE_COM_JYUJYUTU = 2000, BATTLE_COM_COMPELESCAPE, //强制离开#ifdef _ATTACK_MAGIC BATTLE_COM_S_ATTACK_MAGIC, // 宠物魔法#endif#ifdef _PSKILL_FALLGROUND BATTLE_COM_S_FALLRIDE, //落马术#endif#ifdef _PETSKILL_TIMID BATTLE_COM_S_TIMID,#endif#ifdef _PETSKILL_2TIMID BATTLE_COM_S_2TIMID,#endif#ifdef _PETSKILL_ANTINTER BATTLE_COM_S_ANTINTER,#endif#ifdef _PETSKILL_PROPERTY BATTLE_COM_S_PROPERTYSKILL,#endif#ifdef _PETSKILL_TEAR BATTLE_COM_S_PETSKILLTEAR,#endif#ifdef _BATTLE_LIGHTTAKE BATTLE_COM_S_LIGHTTAKE,#endif#ifdef _BATTLE_ATTCRAZED // ANDY 疯狂暴走 BATTLE_COM_S_ATTCRAZED,#endif#ifdef _BATTLESTEAL_FIX BATTLE_COM_S_STEALMONEY,#endif#ifdef _PRO_BATTLEENEMYSKILL BATTLE_COM_S_ENEMYRELIFE, //NPC ENEMY 复活技能 BATTLE_COM_S_ENEMYREHP, //NPC ENEMY 补血技能 BATTLE_COM_S_ENEMYHELP, //NPC ENEMY 招人#endif#ifdef _SKILL_DAMAGETOHP BATTLE_COM_S_DAMAGETOHP, //嗜血技#endif#ifdef _Skill_MPDAMAGE BATTLE_COM_S_MPDAMAGE, //MP伤害#endif#ifdef _SKILL_WILDVIOLENT_ATT BATTLE_COM_S_WILDVIOLENTATTACK, //狂暴攻击 vincent add 2002/05/16#endif#ifdef _SKILL_SPEEDY_ATT BATTLE_COM_S_SPEEDYATTACK, //疾速攻击 vincent add 2002/05/20#endif#ifdef _SKILL_GUARDBREAK2 BATTLE_COM_S_GBREAK2, //破除防御2 vincent add 2002/05/20#endif#ifdef _SKILL_SACRIFICE BATTLE_COM_S_SACRIFICE, //救援 vincent add 2002/05/30#endif#ifdef _SKILL_WEAKEN BATTLE_COM_S_WEAKEN, //虚弱 vincent add 2002/07/11#endif#ifdef _SKILL_DEEPPOISON BATTLE_COM_S_DEEPPOISON, //剧毒 vincent add 2002/07/16#endif#ifdef _SKILL_BARRIER BATTLE_COM_S_BARRIER, //魔障 vincent add 2002/07/16#endif#ifdef _SKILL_ROAR BATTLE_COM_S_ROAR, //大吼 vincent add 2002/07/11#endif#ifdef _BATTLENPC_WARP_PLAYER BATTLE_COM_WARP, // npc warp player#endif#ifdef _SKILL_TOOTH BATTLE_COM_S_TOOTHCRUSHE,#endif#ifdef _PSKILL_MODIFY BATTLE_COM_S_MODIFYATT,#endif#ifdef _PSKILL_MDFYATTACK BATTLE_COM_S_MDFYATTACK,#endif#ifdef _MAGIC_SUPERWALL BATTLE_COM_S_SUPERWALL,#endif#ifdef _SKILL_REFRESH BATTLE_COM_S_REFRESH,#endif#ifdef _VARY_WOLF BATTLE_COM_S_VARY,#endif#ifdef _PETSKILL_SETDUCK BATTLE_COM_S_SETDUCK,#endif#ifdef _MAGICPET_SKILL BATTLE_COM_S_SETMAGICPET,#endif#ifdef _PET_SKILL_SARS // WON ADD 毒煞蔓延 BATTLE_COM_S_SARS,#endif#ifdef _SONIC_ATTACK // WON ADD 音波攻击 BATTLE_COM_S_SONIC, BATTLE_COM_S_SONIC2,#endif#ifdef _PETSKILL_REGRET BATTLE_COM_S_REGRET, BATTLE_COM_S_REGRET2,#endif#ifdef _PETSKILL_GYRATE BATTLE_COM_S_GYRATE,#endif#ifdef _PETSKILL_RETRACE BATTLE_COM_S_RETRACE,#endif#ifdef _PETSKILL_HECTOR BATTLE_COM_S_HECTOR,#endif#ifdef _PETSKILL_FIREKILL BATTLE_COM_S_FIREKILL,#endif#ifdef _PETSKILL_DAMAGETOHP BATTLE_COM_S_DAMAGETOHP2, //暗月狂狼(嗜血技的变体) #endif#ifdef _PETSKILL_BECOMEFOX BATTLE_COM_S_BECOMEFOX,#endif#ifdef _PETSKILL_BECOMEPIG BATTLE_COM_S_BECOMEPIG,#endif#ifdef _PETSKILL_SHOWMERCY BATTLE_COM_S_SHOWMERCY,#endif#ifdef _PETSKILL_BATTLE_MODEL BATTLE_COM_S_BATTLE_MODEL, // 宠物技能战斗模组#endif BATTLE_COM_END}BATTLE_COM;enum{ BATTLE_RET_NORMAL, BATTLE_RET_CRITICAL, BATTLE_RET_MISS, BATTLE_RET_DODGE, BATTLE_RET_ALLGUARD, BATTLE_RET_END}BATTLE_RET;#define BC_FLG_NEW (1<<0)#define BC_FLG_DEAD (1<<1)#define BC_FLG_PLAYER (1<<2)#define BC_FLG_POISON (1<<3)#define BC_FLG_PARALYSIS (1<<4)#define BC_FLG_SLEEP (1<<5)#define BC_FLG_STONE (1<<6)#define BC_FLG_DRUNK (1<<7)#define BC_FLG_CONFUSION (1<<8)#define BC_FLG_HIDE (1<<9)#define BC_FLG_REVERSE (1<<10)
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