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📄 skill_lsw.h

📁 网络游戏龙族 完整的登陆器 C++ 源代码
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#if !defined(AFX_SKILL_LSW_H__65C7ED7E_9020_467F_AB76_8528EE975EC8__INCLUDED_)
#define AFX_SKILL_LSW_H__65C7ED7E_9020_467F_AB76_8528EE975EC8__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#define MAX_UPGRADE_RARE 20//021113 lsw

extern bool CheckBy2ndGM_Insert_to_GMItemList(ItemAttr ia, const int iType);
extern bool CheckBy2ndGM_This_Item_Upgradeable( ItemAttr ia,const int iType);//郴啊 捞 酒捞袍阑 诀弊饭捞靛 矫懦荐 乐绰啊困秦辑 捞吧 父甸荐 乐唱甫 夯促
extern void Send2NDSKILLMAKE(int iTryRare, int iRareGroup);


extern bool LoadRareGroup();
extern bool LoadFunctionGroup();
extern bool LoadRareProbability();
extern void ReadRareGroup(char * buf,int i);
extern void ReadRareProbability(char * buf,int i);
extern bool LoadItemFunctionTable();
extern int GetSkillResorceAmount(int &r1count ,int &r2count ,int &r3count ,int &r4count);
extern bool DoButtonCheckOfMenu_SpecialWillDo_lsw(int i, int j);

typedef struct RARESET
{
	char rare[40]	;
	int rare_num	;
	int rare_rate	;
}t_rareset,*LPRARESET;

typedef struct rare_group
{
	int no;
	char name[40];

	t_rareset rareset[8];

	char group_buffer_1[40]	;
	char group_buffer_2[40]	;
	char group_buffer_3[40]	;
	int	 group_buffer_4		;
	int	 group_buffer_5		;
	int	 group_buffer_6		;
	int	 group_buffer_7		;
	int	 group_buffer_8		;
	int	 group_buffer_9		;
	int	 group_buffer_10	;
}t_raregroup,*LPRARE_GROUP;

typedef struct rare_probability
{
	int num				;
	int exp_rare_suc[4]	;
	int max_rare_day	;
	int bonus_suc		;
	int max_suc			;	
	int buffer_1		;
	int buffer_2		;
	int buffer_3		;
	int buffer_4		;
	int buffer_5		;
	int buffer_6		;
	int buffer_7		;
	int buffer_8		;
	int buffer_9		;
	int buffer_10		;
}t_rareprobability,*LPRAREPROBABILITY;

typedef struct SkillMakeItemInfo
{
	int item_no			;
	int join_no			;
	int TryRareType		;
	int RareGroupType	;
	int MakeMuch		;
}t_SkillMakeItemInfo,*LPSKILLMAKEITEMINFO; 

extern t_SkillMakeItemInfo	skillmakeiteminfo;

#define MAX_RARE_GROUP			18//020515 lsw
#define MAX_RARE_PROBABILITY	110

extern t_raregroup			RareGroup[5][MAX_RARE_GROUP];//0 篮 饭绢弊缝// 1篮 沏记 弊缝
extern t_rareprobability	RareProbability[MAX_RARE_PROBABILITY];

#define CMD_ADD_EFFECT	9115
typedef struct ADD_EFFECT
{
	WORD wEffectNo;	// 荤侩等 付过狼 锅龋
	WORD idTarget;	// 付过阑 荤侩茄 措惑磊
	WORD wDuration;	// 蜡瘤矫埃
}t_AddEffect,*LPADDEFFECT;

#define MAX_ITEM_FUNCTION	100
typedef struct item_function
{
	int		iNo;
	char	Name[40];
	char	NameAdd[40];
	char	Exp[50];//眠啊 汲疙
	int		iExpMark;//020530 lsw
	int		iEffectNo;
	int		iUpgradeAble;
	int		iScrollNo;
	int		iMakeRand[3];
	int		GRADE[17];
	int		iTime[17];
	int		iBuffer1;
	int		iBuffer2;
}t_ItemFunction,*LPITEMFUNCTION;
extern t_ItemFunction ItemFunction[MAX_ITEM_FUNCTION];

extern bool	CanViewBomb(CHARACTER *ch);//Trap0
extern bool	CanViewTrap(CHARACTER *ch);
extern bool	CanViewMagicTrap(CHARACTER *ch);
extern bool	CanViewGhost(CHARACTER *ch);
extern void InitHeroCanView();//020510 lsw

enum eSkillNoIndex
{
	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,
	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,	
};

const int TACTICS_START = SKILL_TACTICS;//捞蔼 固父捞 登搁 俊矾俊夸
const int TACTICS_MIN = TACTICS_Crapple;//捞蔼 固父捞 登搁 俊矾俊夸
const int TACTICS_MAX = TACTICS_Orison;//捞蔼 檬苞窍搁 俊矾俊夸

////////////////////////////////////////////////////////////////////////////////////////////////////////
typedef struct ITEMMUTANTKIND
{
	int		item_kind;
	char	exp_kind[100];
	int		upgrade_type;
	int		AddItem[4];
	int		iBuffer1;
	int		iBuffer2;
	int		iBuffer3;
	int		iBuffer4;
}t_ItemMutantKind,*LPITEM_MUTANT_KIND;
const int MAX_ITEM_MUTANT_KIND = 201;
extern t_ItemMutantKind ItemMutantKind[MAX_ITEM_MUTANT_KIND];
////////////////////////////////////////////////////////////////////////////////////////////////////////
typedef struct ITEMGRADE
{
	int iGrade;
	int iAble;
	int ResourceAmount[4];
	int iBuffer1;
	int iBuffer2;
	int iBuffer3;
	int iBuffer4;
}t_ItemGrade,*LPITEM_GRADE;
const int MAX_ITEM_GRADE = 18;//MAX_ITEM_GRADE甫 avail栏肺 眉农茄 蔼栏肺 罐酒 棵荐 乐档废 内爹 且巴
extern t_ItemGrade ItemGrade[MAX_ITEM_GRADE];
////////////////////////////////////////////////////////////////////////////////////////////////////////
typedef struct ITEMRARE
{
	int		iNo		;

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