📄 effect.h
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char sprite_Name[30]; //胶橇扼捞飘狼 捞抚
int sound_Num; //捞棋飘客 楷搬瞪 荤款靛狼 绊蜡锅龋
int sound_Volume; //捞棋飘客 楷搬等 荤款靛狼 杭俘饭骇
// 1000窜困 捞惑 箭磊->馆汗冉荐(窜 99老 版快 辆丰矫鳖瘤) / 100窜困鳖瘤 角力 荤款靛 锅龋
int sound_loop; //荤款靛 免仿 冉荐
int next_Effect; //促澜 捞棋飘 锅龋
int link_Frame; //促澜 捞棋飘啊 矫累瞪 橇饭烙
int trans_Type; //飘坊胶 规过
int trans_Level; //飘坊胶 沥档
int sort_Type; //拳搁 sorting 规过(9(9+0)->老馆利 家泼/10(9+1)->公炼扒 弥惑/11(9+2)->公炼扒 弥窍/12(9+3)->俊聪皋捞记 拳老 曼炼窍咯 啊函家泼/13(9+4)->矫傈磊 菊第俊 2厘狼 胶橇扼捞飘 嘛澜)
int spr_Speed; //捞蒲飘狼 捞悼摹
int spr_Height; //捞蒲飘狼 臭捞
// int body_Part; //矫傈磊狼 个 6何盒俊 措茄 劝己沥狼 蔼
int object_Num; //捞蒲飘 家胶狼 悼矫免仿 肮荐
int fallow; //牢拱阑 蝶扼哎瘤->1/富瘤->0
int light; //堡盔瓤苞 持阑鳖?(0->持瘤 臼澜/100磊府荐摹->0捞搁 沥惑利 免仿/1捞搁 臭捞蔼 歹秦辑 免仿(1~20 荤捞狼 堡盔 窜拌)
int end_Time; //辆丰鳖瘤狼 醚 橇饭烙荐
int impect_Effect_Num; //鸥拜矫 楷搬登绰 捞蒲飘狼 锅龋
BOOL send_result; //瓤苞啊 辑滚俊 搬苞甫 夸没窍绰瘤 咯何
} EFFECT_TABLE;
typedef struct tagEFFSPRITE
{
short Count; // 胶橇扼捞飘狼 肮荐
Spr EffSpr[MAX_EFFECT_FRAME]; // 胶橇扼捞飘狼 Data
} EFFSPRITE;
typedef struct tagMovePattern
{
int pattern[3];
} MovePattern;
typedef struct tagBATTLERESULTSAVE
{
int Result;
char caster_Name[MAX_PATH];
int Level;
BOOL MagicType;
int Damage;
int Change_MP;
char target_Name[MAX_PATH];
int target_Statue;
} BATTLERESULTSAVE;
///////////////////////// SoundUp lkh 眠啊 ////////////////////////
extern BGESOUND g_BGES[MAX_MAP_];
//extern bool ready_Magic; ///////傈开函荐-> 付过 荤侩且 霖厚 凳阑 舅府绰 敲饭弊 ///////
extern int g_SkillNum;
extern EFFSPRITE Effspr[MAX_EFFECT_COUNT];
//extern EFFECTLIST EffList[MAX_EFFECT_COUNT];
extern int effSpr_Count[MAX_EFFECT_COUNT];
extern int g_Condition_Table[8][8];
extern DWORD g_LoadSpriteTime[MAX_EFFECT_COUNT];
extern DWORD g_FireTime;
//extern BATTLERESULTSAVE BattleResultSave;
///////////////////////// 0816 lkh 眠啊 /////////////////////////////
extern void SendHexaEditing(short int type, short int id);
//////////////////////////////// SoundUp lkh 眠啊 ///////////////////////////////
extern void StopBGE(void); //BGE 家府 掺扁
extern int ReturnRoonWord(LPCHARACTER caster, int magic_Num); //矫悼 烽绢(罚待免仿-巢咯备盒绝促)
extern int ReturnCastingWord(LPCHARACTER caster, int magic_Num); //矫悼绢casting(900->付过荤巢磊/901->付过荤咯磊/902->己流磊巢磊/903->己流磊咯磊)
extern int ReturnStartingWord(LPCHARACTER caster, int magic_Num); //矫傈绢starting(904->付过荤1拌凯矫傈绢巢......)
//////////////////////////////// SoundUp lkh 眠啊 ///////////////////////////////
extern BOOL LoadBGESoundTable(void);
extern void BackEffectSound2(int);
/////////////////////// 0625 lkh 眠啊 ////////////////////////////
extern void ReturnDazeMove(int& dest_x, int& dest_y);
//////////////////////////////// 捞痹绕 1228 //////////////////////////////////////////////
extern void BackEffectSound(int MapNumber); //罚待 瓤苞澜 荤款靛 楷免 窃荐
extern BOOL CheckCrackRange(LPCHARACTER lpChar); //老沥 瘤开郴俊 利捞 乐绰 版快 盲农
extern void ConditionSet(LPCHARACTER ch, BYTE condition, DWORD Time=0); //惑怕傈捞 搬沥窃荐
extern void LoadConditionTable(void);
extern BOOL NPC_MovePattern(LPCHARACTER ch); //NPC狼 瘤瓷俊 蝶弗 瞒喊拳等 捞悼菩畔 贸府
extern void RecvCMD_SERVER_MAGICTRAP_EXPOSE( t_server_magictrap_expose *p );
extern void RecvCMD_SERVER_MAGICAL_DETECT( t_server_magical_detect *p);
extern void SendCMD_CHARACTER_DEMAND( int command_type, int target_id);
extern void RecvCMD_ARIGEMENT_RESPONSE(t_server_arigement_response *p );
// 010620 YGI
extern void RecvCMD_CHARACTER_CONDITION(t_server_character_condition *p, int type = 0);
extern void RecvCMD_SERVER_MAGICVIEWTYPE( t_server_magicviewtype *p);
extern void RecvCMD_SERVER_MAGICCOMMAND(t_server_magic_command *p);
extern void RecvCMD_MAGIC_POSITION( t_server_magic_position *p);
extern void EndCastMagic(LPCHARACTER scr/*MAGICLIST* lpML*/); //某胶泼矫累 棺 蜡瘤 瓤苞甫 辆丰窍绊 乞惑怕肺 傈捞
extern void CheckDoingAppointMagic( void ); //备荤且妨绊茄 付过捞 眉农 鸥涝捞 公菌牢瘤(GameProc.cpp 荤侩)
extern void CheckEffectSpriteFree( void );
extern int CallbackCharacterData(int char_ID, DWORD index/* #define登绢 乐绰 辑滚率 某腐磐 沥焊 牢郸胶(沥荐) */);
extern MAGICLIST* SkillResult(MAGICLIST* lpML); //扁贱瓤苞(己傍/角菩)
////////////////////// 0529 lkh 荐沥(付瘤阜 牢磊:厚八狼 惑磊楷荤滚弊甫 阜扁困茄 敲贰弊) ////////////////////////
//惯荤等 按眉狼 版肺惑 厘局拱捞 乐绰 咯何 眉农(鸥老窜困) : 牢磊->鸥老 矫累痢 x,y & 鸥老场痢 x,y & 版肺惑狼 促弗 利 蜡公 犬牢 风凭眉农 咯何
extern BOOL TileLineCheck(int sx, int sy, int ex, int ey, BOOL check_ShootItem=0);
extern void InsertLightOut(int x, int y, int light, int terminateFrame, int color=0); //家戈秦 啊绰 堡盔阑 眠啊窍绰 窃荐(color->0:white)
extern MAGICLIST* CastingMagic(MAGICLIST* magic_List); // CSD-TW-030606 : 付过 矫傈 瓤苞 免仿
extern MAGICLIST* CastingCombat(MAGICLIST* magic_List); // CSD-TW-030606 : 傈捧胶懦 矫傈 瓤苞 免仿
extern MAGICLIST* CastingContinueMagic(MAGICLIST* lpML); //某胶泼 蜡瘤 (惯荤措扁) 瓤苞 免仿 窃荐
extern void ResetCharacter(LPCHARACTER lpChar);
extern void ResetEffect(LPCHARACTER lpChar);
extern bool DoingImpectEffect(int magic_Num, LPCHARACTER scr, LPCHARACTER dcr, int damage); //辑滚俊 狼秦 朝扼柯 鸥拜贸府俊 措茄 免仿 窃荐
extern bool TimeCheck(DWORD end_Time); //矫埃阑 眉农窍绰 窃荐
extern bool ReadyMagic(LPCHARACTER lpRead_Char, int trans_Type=2, int trans_Level=20); //某胶泼捞 场唱绊 付过惯荤 霖厚 肯丰等 牢拱 贸府
extern BOOL LoadEffectSprite( int sprite_Num, char* sprite_Name); //馆靛矫 胶橇扼捞飘狼 锅龋客 捞抚篮 老摹窍咯具 窃;
extern BOOL LoadEffectAnimation(int animate_Num, char* animate_Name);
extern bool LoadEffectSpriteDivFile(const int nSprite_Num); // 030821 kyo
extern void FreeEffectSprite( int sprite_Num );
void RenameSoundFile(void); //荤款靛 府胶飘 棺 单捞磐 拳老疙阑 康巩栏肺
void RenameEffectFile(void); //茄臂疙莫牢 拳老阑 rename窍扁 困茄 函荐
///////////////// 0810 lkh 眠啊 /////////////////
void OrderSoundFile(void);
extern bool LoadEffect(void);
extern bool LoadMagicTable(void);
extern bool LoadMagicTable2(void);
extern BOOL InitEffect();
extern void InitList(void);
extern void DestoryList(void);
extern void DeleteOwnerPoint(LPCHARACTER ch);
extern void EffectProc(void);
extern BOOL PutDeadEffectBottom(LPCHARACTER ch); //Effspr[66]
extern int DistanceTile(int srcX, int srcY, int dstX, int dstY);
extern void InsertMagicList(MAGICLIST **Head, MAGICLIST *TempList);
extern void InsertList(USEEFFECTLIST **Head, USEEFFECTLIST *TempList);
extern USEEFFECTLIST *FindList(USEEFFECTLIST *Head, int EffectNum);
extern void DeleteList(USEEFFECTLIST **Head, USEEFFECTLIST *TempList);
extern void DeleteAllList(USEEFFECTLIST **Head);
extern MAGICLIST *FindList(MAGICLIST *Head, int EffectNum);
extern void DeleteList(MAGICLIST **Head, MAGICLIST *TempList);
extern void DeleteAllList(MAGICLIST **Head);
extern void DrawClock();
// 汗荐 瘤开 付过牢 版快 面倒茄 利阑 府畔窍绰 窃荐
extern LPCHARACTER ReturnMagicCheckedCharacter(int range_Check, MAGICLIST* lpML, int x, int y, int z, int xl, int yl, int my_Check=0, int air_Surface=0, BOOL curve=0);
extern int EffectOutput(int x, int y, Spr* sp, int type, int alpha=0, int height=0, int sort_Type=9, DWORD rgb=0x00);
/////////////////////// 0126 lkh /////////////////////////////
extern int ClockOutPut(int x, int y, Spr* sp); //谅钎 -> 例措谅钎
extern bool RandomAttackEffect(int Effect_Type, LPCHARACTER ch, LPCHARACTER tchar);
extern bool RandomThrowEffect(int nKind, LPCHARACTER ch, LPCHARACTER tchar);
extern bool RbuttonContinue( int magic_Num, LPCHARACTER scr=Hero, LPCHARACTER dcr=Hero, int x=0, int y=0); //付快胶 坷弗率 滚瓢阑 拌加 穿福绊 乐绰 版快 角青登绰 付过
// 付过 府胶飘俊 瓤苞 付过 殿废 (牢磊:捞棋飘狼 绊蜡锅龋/吝痢谅钎 X,Y/矫傈磊 捞固瘤 函拳矫虐绰 付过俊辑 荤侩->(1~6 荤捞狼 箭磊肺 6磊府鳖瘤)
extern void InsertMagic(LPCHARACTER lpChar_Own, LPCHARACTER lpChar_Target, int magicNum, int magicSubNum, int s_X, int s_Y, int t_X, int t_Y, bool firePattern=0, int next_Effect=0, bool failed=0, DWORD dwDuration = 0);
// 捞棋飘 府胶飘俊 付过 府胶飘 殿废 (牢磊:捞棋飘狼 绊蜡锅龋/葛记 墨款飘(积己/吝埃/辆富)/胶乔靛/规氢/Trans规过/捧疙档/付瘤阜 橇饭烙
extern void InsertEffect(MAGICLIST *Temp, int start_Frame=0, int nOffX = 0, int nOffY = 0);
// 角力 瓤苞1(瓤苞 胶橇扼捞飘)甫 拳搁俊 焊咯淋 (牢磊:Trnas 规过/捧疙档/付瘤阜 橇饭烙)
extern void DrawEffect(USEEFFECTLIST *Temp, MAGICLIST* magic_List, int light=0, bool target=0);
// 角力 瓤苞2(矫傈磊 捞固瘤 祸函拳-Trans)甫 拳搁俊 焊咯淋(牢磊:Trans 规过/祸函屈矫虐绊磊窍绰 脚眉 何困(1~6))
extern void DrawEffect1(USEEFFECTLIST *Temp, MAGICLIST* magic_List, int share=0, bool target=0);
// 角力 瓤苞3(矫傈磊 捞固瘤 祸函拳-RGB_Blend)甫 拳搁俊 焊咯淋(牢磊:祸函屈矫虐绊磊窍绰 脚眉 何困(1~6), 利侩矫虐绊磊窍绰 RGB蔼)
extern bool DrawEffect2(USEEFFECTLIST *Temp, MAGICLIST* magic_List, int share, DWORD rgb, bool target=0);
// 角力 瓤苞免仿(矫傈磊狼 儡惑阑 免仿)-捞棋飘 胶橇扼捞飘甫 肺爹窍瘤 臼绊 盔 捞固瘤 函屈窍绰 版快
extern void DrawEffect3(USEEFFECTLIST *Temp, MAGICLIST* lpML, bool target);
// 辑乐绰 规氢栏肺 拳堪扁悼(1) 脾绢棵扼坷哥 惯荤 菩畔(牢磊: 瓤苞绊蜡锅龋/葛记逞滚/胶乔靛/规氢/Trans规过/捧疙档/付瘤阜 橇饭烙)
extern MAGICLIST* SampleMagic1(MAGICLIST *magic_List);//, int Num, int motion_Num, int max_Object, int speed, int height, int type, int level, int end_Frame=-1);
// 努府茄 镑栏肺 拳堪扁嫡(2) 脾绢棵扼坷哥 惯荤 菩畔
extern MAGICLIST* SampleMagic1_1(MAGICLIST *magic_List);
// 8规氢 规荤瓤苞 付过 惯荤 菩畔(牢磊:瓤苞绊蜡锅龋/葛记逞滚/胶乔靛/Trans规过/捧疙档/付瘤阜 橇饭烙)
extern MAGICLIST* SampleMagic2(MAGICLIST *magic_List, int Num, int motion_Num, int speed, int height, int type, int level, int end_Frame=-1);
// 矫傈磊狼 捞固瘤 祸阑 函屈矫虐绰 付过 菩畔(牢磊:瓤苞 绊蜡锅龋/函屈矫虐绊磊窍绰 脚眉何困(1~6肺 6磊府))
extern MAGICLIST* SampleMagic3(MAGICLIST *magic_List);//, int Num, int share_Num, int looping=0);
// 漂沥 瓤苞 漂沥 困摹俊 嘛绢林扁
extern MAGICLIST* SampleMagic4(MAGICLIST* magic_List);
// 阂狼 寒 积己
extern MAGICLIST* SampleMagic5(MAGICLIST* magic_List);//, int Num, int motion_Num, int speed, int height, int way, int type, int level, int end_Frame=-1);
// 2 cercle ring
extern MAGICLIST* SampleMagic6(MAGICLIST* magic_List);//, int Num, int motion_Num, int speed, int height, int type, int level, int end_Frame=-1); //胶橇扼捞飘狼 绊蜡锅龋
// 矫傈磊 困摹俊辑 沥犬茄 谅钎/加档肺 捞悼窍绰 拳混 菩畔(牢磊: 瓤苞绊蜡锅龋/林牢傍狼 惯荤矫 规氢/葛记逞滚/胶乔靛/臭捞/Trans规过/捧疙档)
extern MAGICLIST* FireArrow(MAGICLIST *magic_List); //, int Num, int motion_Num, int speed, int height, int type, int level);
// 惯荤规氢/加档肺 (汗荐/1俺) 朝酒啊绰 付过
extern MAGICLIST* SampleMagic8(MAGICLIST *magic_List);
// 8 way 拳堪扁嫡
extern MAGICLIST* SampleMagic9(MAGICLIST* magic_List);//, int Num, int motion_Num, int speed, int height, int type, int level, int end_Frame=-1);
// 蜡己藕
extern MAGICLIST* SampleMagic10(MAGICLIST *magic_List);//, int Num, int motion_Num, int speed, int height, int type, int level, int end_Frame=-1);
// 倔澜 付过
extern MAGICLIST* SampleMagic11(MAGICLIST* magic_List, int Num, int motion_Num, int max_Object, int speed, int height, int type, int level, int end_Frame); //胶橇扼捞飘狼 绊蜡锅龋
// 2 circle wing
extern MAGICLIST* SampleMagic12(MAGICLIST* magic_List);
// 瘤开 面倒 付过
extern MAGICLIST* SampleMagic25(MAGICLIST *magic_List);
// 矫傈磊 寇何俊辑 矫傈磊俊霸肺 瓤苞家胶 捞悼(1俺)
extern MAGICLIST* OutToCharacter(MAGICLIST* magic_List);
// 漂沥瘤开俊辑 汗荐俺狼 家胶 郴覆
extern MAGICLIST* RainyObject(MAGICLIST* magic_List);
// 林牢傍 辑乐绰 规氢栏肺 阂狼厘寒(Wave-框流捞绰) 惯荤
extern MAGICLIST* Firewall1(MAGICLIST* magic_List);
// Skill_FishJump -> 拱绊扁 荐搁困肺 痢橇窍咯 冻绢瘤绰 瓤苞
extern MAGICLIST* FishJump(MAGICLIST* magic_List);
// 蜡档固荤老
extern MAGICLIST* Homing(MAGICLIST* lpML);
// 瞒窜寒 瓤苞 付过
extern MAGICLIST* WallCreate(MAGICLIST* lpML);
// Nova 瓤苞 付过
extern MAGICLIST* Nova(MAGICLIST* lpML);
//某腐磐 棺 酒捞袍狼 儡惑/捞固瘤狼 儡惑 付过
extern MAGICLIST* Trace(MAGICLIST* lpML);
//漂沥 困摹俊 老沥 菩畔栏肺 框流捞绰 蝴 炼阿甸(1:酒贰肺 冻绢瘤绰/2:矫拌规氢栏肺 盔款悼/3:林函栏肺 欺廉 唱啊绰)
extern MAGICLIST* RadiantStar(MAGICLIST* lpML);
// SampleMagic4客 鞍栏唱 hp <= 0 捞绢档 角青等促.
extern MAGICLIST* SampleMagic_Type4_Like(MAGICLIST* lpML);
extern void Log_BattleSave( char* filename, bool attack_Type, BATTLERESULTSAVE BR_Save);
extern void TransAfToAb();
MAGICLIST* FindList(MAGICLIST *Head, int MagicNum, int idTarget);
bool IsApplyPK(int nMagic);
bool IsHarmfulMagic(int nMagic);
bool IsPointAttackMagic(int nMagic);
int GetRiseFall(int nX1, int nY1, int nX2, int nY2);
bool IsCollision(int nMagic, int nX1, int nY1, int nX2, int nY2);
bool IsFuntionItemEffect(int nEffect); // CSD-030422
#endif // __EFFECT_H__
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