Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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#ifndef _SIEGE_CONSTANTS_H_
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#define _SIEGE_CONSTANTS_H_
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namespace Siege
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{
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enum SiegeObjectType
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{
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Kind ID <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
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EMBLEM = 5000, // <20><> <20><>¡<EFBFBD><C2A1> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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GATE = 5324, // <20><><EFBFBD><EFBFBD> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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BACKDOOR = 5378, // <20><EFBFBD> ( Only COMPLETE <20><><EFBFBD>¸<EFBFBD> <20><><EFBFBD><EFBFBD> )
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CAMP = 5379, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (ķ<><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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CASTLE_ARMS_NPC = 5433, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> NPC ( Only COMPLETE <20><><EFBFBD>¸<EFBFBD> <20><><EFBFBD><EFBFBD> )
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GUARD = 5434, // <20><><EFBFBD><EFBFBD> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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SHORT_RANGE_CASTLE_ARMS = 5488, // <20>ٰŸ<D9B0> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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LONG_RANGE_CASTLE_ARMS = 5542, // <20><><EFBFBD>Ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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SHORT_RANGE_SIEGE_ARMS = 5596, // <20>ٰŸ<D9B0> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ( CHANGING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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LONG_RANGE_SIEGE_ARMS = 5650, // <20><><EFBFBD>Ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ( CHANGING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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AIRSHIP = 5704, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ( CHANGING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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MINING_CAMP = 5758, // ä<><C3A4><EFBFBD><EFBFBD> (ķ<><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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CAMP_SHOP = 5812, // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD>Կ<EFBFBD><D4BF><EFBFBD> (ķ<><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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KARTERANT_WEAPON = 5866, // ī<><C4AB><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (ķ<><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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MERKADIA_WEAPON = 5920, // <20><EFBFBD>ī<EFBFBD><C4AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (ķ<><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
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DEFAULT_TYPE = 0 // <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڿ<EFBFBD>
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};
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enum State
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{
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// KID => SiegeObjectType
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// + (State * UPGRADE_KIND_NUM)
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// + UpgradeStep
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// KID (<28><> <20><>¡<EFBFBD><C2A1>) => SiegeObjectType
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// + (State * JEWEL_TYPE_NUM * UPGRADE_KIND_NUM)
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// + (JewelType * UPGRADE_KIND_NUM)
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// + UpgradeStep
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COMPLETE = 0, // <20><> <20><>¡<EFBFBD><C2A1> <20><>ȯ <20>Ϸ<EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ϸ<EFBFBD>, <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>, <20><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ϸ<EFBFBD>
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UPGRADING = 1, // <20><> <20><>¡<EFBFBD><C2A1>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>/<2F><><EFBFBD>Ÿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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REPARING = 2, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>/<2F><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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DESTROYING = 3, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>/<2F><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1>ؼ<EFBFBD> <20><>ŸƮ Ŷ<><C5B6><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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CHANGING = 4, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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DEVELOPING = 5, // <20><> <20><>¡<EFBFBD><C2A1> <20><>ȯ<EFBFBD><C8AF>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>, <20><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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CANCELING = 6, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>/<2F><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><>ŸƮŶ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD>.)
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RESTORING = 7, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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DESTROYED = 8, // <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD> <20><><EFBFBD><EFBFBD>
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// SubState
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NONE = 0,
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MINE = 1, // <20>Ʊ<EFBFBD> <20><> <20><>¡<EFBFBD><C2A1>
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ENEMY = 2, // <20><><EFBFBD><EFBFBD> <20><> <20><>¡<EFBFBD><C2A1>
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OPENED = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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CLOSED = 2, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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MINING_OFF = 0, // ä<><C3A4><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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MINING_ON = 1, // ä<><C3A4><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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MINING_READY = 2, // ä<><C3A4><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>غ<EFBFBD> <20><><EFBFBD><EFBFBD>
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WEAPON_EMPTY = 0, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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WEAPON_CHARGE = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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WEAPON_READY = 2, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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WEAPON_FIRE = 3, // <20><><EFBFBD><EFBFBD> <20><EFBFBD><DFBB><EFBFBD>
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};
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enum JewelType
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{
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD><D9B2><EFBFBD> <20>ȵ<EFBFBD>!!
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD>.
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NO_JEWEL = 0, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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RUBY = 1, // <20><><EFBFBD><EFBFBD>
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EMERALD = 2, // <20><><EFBFBD><EFBFBD><DEB6><EFBFBD>
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SAPPHIRE = 3, // <20><><EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD>
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DIAMOND = 4, // <20><><EFBFBD>̾Ƹ<CCBE><C6B8><EFBFBD>
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BLACKMOON = 5, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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JEWEL_PROTOTYPE_ID = 1900,
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JEWEL_KIND = 5,
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JEWEL_TYPE_NUM = 6, // <20><>¡<EFBFBD><C2A1> <20><><EFBFBD><EFBFBD><D7B7><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
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};
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enum CampConst
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{
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CAMP_BUILDING_RADIUS = 315, // ķ<><C4B7> <20><><EFBFBD><EFBFBD> <20>ݰ<EFBFBD> (m)
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CAMP_REPAIR_GOLD_PER_HP = 10, // HP <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 10 <20><><EFBFBD><EFBFBD>
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CAMP_UPGRADE_MATERIAL_NUM = 30, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ѵܰ<D1B4> <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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MINING_CAMP_UPGRADE_MATERIAL_NUM = 50, // ä<><C3A4><EFBFBD><EFBFBD> <20>Ѵܰ<D1B4> <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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CAMP_SHOP_UPGRADE_MATERIAL_NUM = 40, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ѵܰ<D1B4> <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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WEAPON_CHARGE_MATERIAL_NUM = 50, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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CAMP_REPAIR_HP_PER_MATERIAL = 5000, // <20><><EFBFBD><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> HP
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FAME_FOR_CAMP_BUILDING_TEST = 0,//1000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28><EFBFBD><D7BC><EFBFBD>)
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FAME_FOR_CAMP_BUILDING = 0,//2000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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FAME_FOR_WEAPON_BUILDING_TEST = 1000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28><EFBFBD><D7BC><EFBFBD>)
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FAME_FOR_WEAPON_BUILDING = 2000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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FAME_FOR_SELF_DESTROY_CAMP = -50, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28>ڽ<EFBFBD><DABD><EFBFBD> <20>ı<EFBFBD>)
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FAME_FOR_DESTROYED_CAMP = -100, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ı<EFBFBD>)
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GOLD_FOR_SELF_DESTROY_CAMP = 500000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><> (<28>ڽ<EFBFBD><DABD><EFBFBD> <20>ı<EFBFBD>)
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GOLD_FOR_CANCEL_CAMP = 1000000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><>
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CAMP_ATTACK_RANGE = 45, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28>ݰ<EFBFBD> 45m)
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// <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8>
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TYPE_REMAIN_TIME = 0, // <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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TYPE_LAST_USE_TIME = 1, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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// ä<><C3A4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
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ACCUMULATED_MINERAL = 1, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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TEMPORARY_MINERAL = 2, // <20>ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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MAX_MINERAL_NUM = 1000, // <20><><EFBFBD><EFBFBD> <20>ְ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
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MAX_TAX = 100, // <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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WEAPON_FIRE_WARNING_COUNT = 10, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD> <20><><EFBFBD><EFBFBD> ǥ<><C7A5> Ƚ<><C8BD> (10<31><30> : 10<31><30>)
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WEAPON_REBUILD_SIEGE_TIME_COUNT = 3, // <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> 3<><33> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28>μ<EFBFBD><CEBC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
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WEAPON_DAMAGE_RANGE = 256, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ݰ<EFBFBD> (256m)
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WEAPON_DAMAGE = 10000 // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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};
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enum EmblemConst
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{
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MAX_EMBLEM_UPGRADE = 3, // <20><> <20><>¡<EFBFBD><C2A1> <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD> <20>ִ<EFBFBD>ġ
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// TODO : <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> 2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0>Ǹ<EFBFBD> Const::MAX_UPGRADE_NUM <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
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EMBLEM_ATTACK_HEIGHT_ERROR = 5, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ּ<EFBFBD> 5m <20>ȿ<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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};
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enum GateConst
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{
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GATE_REPAIR_MIN_PER_HP = 1, // HP 1<><31> 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
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};
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enum CastleArmsConst
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{
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CASTLE_ARMS_REPAIR_TIME = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> (1<><31>)
|
||||
CASTLE_ARMS_REPAIR_GOLD_PER_UNIT = 10000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 10000 <20><><EFBFBD><EFBFBD> ( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 10%<25><> )
|
||||
|
||||
FAME_FOR_DESTROY_CASTLE_ARMS = -500, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>⸦ NPC <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ҷ<EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20><><EFBFBD><EFBFBD>ġ
|
||||
};
|
||||
|
||||
enum SiegeArmsConst
|
||||
{
|
||||
SIEGE_ARMS_REPAIR_TIME = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> (1<><31>).
|
||||
|
||||
SIEGE_ARMS_UPGRADE_MATERIAL_NUM = 10, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ѵܰ<D1B4> <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
SIEGE_ARMS_REPAIR_HP_PER_MATERIAL = 10, // <20><><EFBFBD><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD> 10% <20><> HP <20><><EFBFBD><EFBFBD>
|
||||
|
||||
AIRSHIP_RIDER_NUM = 10, // <20><><EFBFBD>ۼ<EFBFBD> <20>ִ<EFBFBD> ž<><C5BE> <20>ο<EFBFBD>
|
||||
AIRSHIP_PASSENGER_NUM = 9, // <20><><EFBFBD>ۼ<EFBFBD> <20>°<EFBFBD> <20>ִ<EFBFBD> <20>ο<EFBFBD>
|
||||
};
|
||||
|
||||
enum Const
|
||||
{
|
||||
INSIDE = 0, // <20><EFBFBD> <20><><EFBFBD><EFBFBD>( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> )
|
||||
OUTSIDE = 1, // <20><EFBFBD> <20><><EFBFBD><EFBFBD>( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> )
|
||||
|
||||
MAX_UPGRADE_NUM = 5, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD> <20>ִ<EFBFBD>ġ
|
||||
UPGRADE_KIND_NUM = 6, // <20><><EFBFBD><EFBFBD><D7B7><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><> (0 ~ 5)
|
||||
|
||||
VIRTUAL_CID_START_NUM = 1000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> CID <20>ε<EFBFBD><CEB5><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ȣ
|
||||
|
||||
BROADCAST_CELL_SIZE = 5, // <20><><EFBFBD>ε<EFBFBD>ij<EFBFBD><C4B3>Ʈ <20>ݰ<EFBFBD> (5<><35>)
|
||||
BROADCAST_RADIUS = 150, // <20><><EFBFBD>ε<EFBFBD>ij<EFBFBD><C4B3>Ʈ <20>ݰ<EFBFBD> (150m)
|
||||
BROADCAST_SQUARED_RADIUS = 22500, // <20><><EFBFBD>ε<EFBFBD>ij<EFBFBD><C4B3>Ʈ <20>ݰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (150 x 150)
|
||||
|
||||
MAX_HP_UPDATE_COUNT = 5, // 5 <20><><EFBFBD><EFBFBD> <20>ѹ<EFBFBD><D1B9><EFBFBD> DB <20>߰輭<DFB0><E8BCAD><EFBFBD><EFBFBD> HP <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
|
||||
MAX_REPAIR_GOLD = 99999999, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ҽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ü<EFBFBD><C3BC> <20><><EFBFBD><EFBFBD><EFBFBD>Ҷ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϱ<EFBFBD><CFB1><EFBFBD><EFBFBD><EFBFBD>)
|
||||
|
||||
MAX_SIEGE_OBJECT = 5,
|
||||
|
||||
CREATE_LEVEL_LIMIT = 80
|
||||
};
|
||||
|
||||
enum RiderValue
|
||||
{
|
||||
NOT_RIDER = 0, // ž<><C5BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾ<EFBFBD><CABE><EFBFBD>
|
||||
RIDER_FOR_OWNER = 1, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ž<><C5BE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
RIDER_FOR_PASSENGER = 2 // <20>°<EFBFBD><C2B0><EFBFBD><EFBFBD><EFBFBD> ž<><C5BE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
};
|
||||
|
||||
enum TimeValue
|
||||
{
|
||||
/*
|
||||
// Test : <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD>Ʈ<EFBFBD><C6AE> <20>ð<EFBFBD>
|
||||
DEFAULT_TIME_VALUE = 1, // 1 <20><>
|
||||
DEFAULT_REPAIR_TIME = 30, // 30 <20><>
|
||||
|
||||
CAMP_ENCAMPING_TIME = 1, // 1 <20><>
|
||||
CAMP_CANCELING_TIME = 1, // 1 <20><>
|
||||
CAMP_REPAIR_TIME = 30, // 30 <20><>
|
||||
CAMP_TO_STARTKIT_TIME = 1, // 1 <20><>
|
||||
CAMP_CHANGING_TIME = 1, // 1 <20><>
|
||||
CAMP_LEAST_USE_TIME = 7, // 7 <20><>
|
||||
CAMP_ENCAMPING_INTERVAL = 10, // 10 <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><DEBC><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
CAMP_ATTACKED_INTERVAL = 60000, // 60000 ms (1<><31>)
|
||||
MINING_CAMP_GAIN_COUNT = 1, // 1 ȸ
|
||||
CAMP_SHOP_TRANSFER_COUNT = 1, // 1 ȸ
|
||||
WEAPON_CHARGE_TIME = 1, // 1 <20><>
|
||||
*/
|
||||
|
||||
DEFAULT_TIME_VALUE = 10, // 10 <20><>
|
||||
DEFAULT_REPAIR_TIME = 30, // 30 <20><>
|
||||
|
||||
CAMP_ENCAMPING_TIME = 30, // 30 <20><>
|
||||
CAMP_CANCELING_TIME = 20, // 20 <20><>
|
||||
CAMP_REPAIR_TIME = 30, // 30 <20><>
|
||||
CAMP_TO_STARTKIT_TIME = 10, // 10 <20><>
|
||||
CAMP_CHANGING_TIME = 10, // 10 <20><>
|
||||
CAMP_LEAST_USE_TIME = 7, // 7 <20><>
|
||||
CAMP_ENCAMPING_INTERVAL = 10, // 10 <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><DEBC><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
CAMP_ATTACKED_INTERVAL = 60000, // 60000 ms (1<><31>)
|
||||
MINING_CAMP_GAIN_COUNT = 1, // 1 ȸ
|
||||
CAMP_SHOP_TRANSFER_COUNT = 1, // 1 ȸ
|
||||
WEAPON_CHARGE_TIME = 10, // 10 <20><>
|
||||
|
||||
EMBLEM_SUMMON_TIME = 1, // 1 <20><>
|
||||
EMBLEM_ATTACKED_INTERVAL = 60000, // 60000 ms (1<><31>)
|
||||
|
||||
SIEGE_ARMS_BUILDING_TIME = 3, // 3 <20><>
|
||||
SIEGE_ARMS_TO_STARTKIT_TIME = 3, // 1 <20><>
|
||||
SIEGE_ARMS_LEAST_USE_TIME = 10, // 10 <20><>
|
||||
|
||||
CASTLE_ARMS_LEAST_USE_TIME = 10, // 10 <20><>
|
||||
};
|
||||
|
||||
enum eReturn
|
||||
{
|
||||
RET_OK = 0,
|
||||
RET_DESTROY_CAMP = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ü <20><><EFBFBD><EFBFBD>
|
||||
RET_DESTROY_SIEGE_ARMS = 2, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ü <20><><EFBFBD><EFBFBD>
|
||||
RET_CHANGE_TYPE = 3, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
|
||||
};
|
||||
|
||||
enum eUpdateHPType
|
||||
{
|
||||
NOW_HP = 0, // <20><><EFBFBD><EFBFBD> HP <20>״<EFBFBD><D7B4><EFBFBD>
|
||||
UPGRADE_HP = 1, // <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> HP <20><>
|
||||
REPAIR_HP = 2, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HP <20><>
|
||||
FULL_HP = 3, // Full HP <20><>
|
||||
};
|
||||
|
||||
|
||||
static int GetKID(unsigned short wObjectType, unsigned char cState, unsigned char cUpgradeType, unsigned char cUpgradeStep)
|
||||
{
|
||||
int nKID = 0;
|
||||
|
||||
if (Siege::EMBLEM == wObjectType)
|
||||
{
|
||||
nKID = wObjectType
|
||||
+ (cState * Siege::JEWEL_TYPE_NUM * Siege::UPGRADE_KIND_NUM)
|
||||
+ (cUpgradeType * Siege::UPGRADE_KIND_NUM)
|
||||
+ cUpgradeStep;
|
||||
}
|
||||
else
|
||||
{
|
||||
nKID = wObjectType
|
||||
+ (cState * Siege::UPGRADE_KIND_NUM)
|
||||
+ cUpgradeStep;
|
||||
}
|
||||
|
||||
return nKID;
|
||||
}
|
||||
|
||||
static int GetUpgradeMaterialNum(unsigned short wObjectType)
|
||||
{
|
||||
int nNum = 0;
|
||||
|
||||
switch (wObjectType)
|
||||
{
|
||||
case Siege::MINING_CAMP:
|
||||
nNum = Siege::MINING_CAMP_UPGRADE_MATERIAL_NUM;
|
||||
break;
|
||||
|
||||
case Siege::CAMP_SHOP:
|
||||
nNum = Siege::CAMP_SHOP_UPGRADE_MATERIAL_NUM;
|
||||
break;
|
||||
|
||||
case Siege::CAMP:
|
||||
case Siege::KARTERANT_WEAPON:
|
||||
case Siege::MERKADIA_WEAPON:
|
||||
nNum = Siege::CAMP_UPGRADE_MATERIAL_NUM;
|
||||
break;
|
||||
}
|
||||
|
||||
return nNum;
|
||||
}
|
||||
|
||||
static int GetChangingTypeMaterialNum(unsigned short wBeforeType, unsigned short wAfterType, unsigned char cUpgradeStep)
|
||||
{
|
||||
int nBeforeNum = GetUpgradeMaterialNum(wBeforeType);
|
||||
int nAfterNum = GetUpgradeMaterialNum(wAfterType);
|
||||
|
||||
if (nBeforeNum < nAfterNum)
|
||||
{
|
||||
return ( (nAfterNum - nBeforeNum) * cUpgradeStep );
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // _SIEGE_CONSTANTS_H_
|
||||
Reference in New Issue
Block a user