Martin Michael Musatov
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#ifndef _DEFINE_H
#define _DEFINE_H
/
******************************************************************************************************************
#1. File Names
*******************************************************************************************************************/
#define MESSAGE_DLL_1 ".\\Mirmg.dll"
#define MIR2_PATCH_FILE_NAME ".\\Mir2Patch.exe"
/
******************************************************************************************************************
#1. Procedeure Define
*******************************************************************************************************************/
#define _LOGIN_PROC 0
#define _SVR_SEL_PROC 1
#define _CHAR_SEL_PROC 2
#define _GAME_PROC 3
/
******************************************************************************************************************
#1. Mouse Wheel Define
*******************************************************************************************************************/
#ifndef WM_MOUSEWHEEL
#define WM_MOUSEWHEEL WM_MOUSELAST+1
#endif
/
******************************************************************************************************************
#1. User Define Message
*******************************************************************************************************************/
#define _WM_USER_MSG_INPUTTED WM_USER + 1005 // ¿¡µðÆ®¹Ú½º
ÀԷ¸޽ÃÁö. ¸Þ½ÃÁö°¡ Ä¿¸ÇµåÀϰæ¿ì wParam°ªÀº TRUE·Î ¼¼ÆÃµÈ´Ù.
#define ID_SOCKCLIENT_EVENT_MSG WM_USER + 1000 // ¼ÒÄÏÀ̺
¥Æ®¸Þ½ÃÁö.
/
******************************************************************************************************************
#1. Image Define Message
*******************************************************************************************************************/
#define _IMAGE_TILES 0
#define _IMAGE_TILES30 1
#define _IMAGE_TILES5 2
#define _IMAGE_SMTILES 3
#define _IMAGE_HOUSES 4
#define _IMAGE_CLIFFS 5
#define _IMAGE_DUNGEONS 6
#define _IMAGE_INNERS 7
#define _IMAGE_FUNITURES 8
#define _IMAGE_WALLS 9
#define _IMAGE_SMOBJECTS 10
#define _IMAGE_ANIMATIONS 11
#define _IMAGE_OBJECT1 12
#define _IMAGE_OBJECT2 13
#define _IMAGE_INTER 14
#define _IMAGE_M_HUMAN 15
#define _IMAGE_M_HAIR 16
#define _IMAGE_M_WEAPON1 17
#define _IMAGE_M_WEAPON2 18
#define _IMAGE_M_WEAPON3 19
#define _IMAGE_M_WEAPON4 20
#define _IMAGE_WM_HUMAN 21
#define _IMAGE_WM_HAIR 22
#define _IMAGE_WM_WEAPON1 23
#define _IMAGE_WM_WEAPON2 24
#define _IMAGE_WM_WEAPON3 25
#define _IMAGE_WM_WEAPON4 26
#define _IMAGE_MAGIC 27
#define _IMAGE_ITEM_INVENTORY 28
#define _IMAGE_ITEM_EQUIP 29
#define _IMAGE_ITEM_GROUND 30
#define _IMAGE_MICON 31
#define _IMAGE_PROGUSE 32
#define _IMAGE_HORSE 33
#define _IMAGE_MONSTER1 34
#define _IMAGE_MONSTER2 35
#define _IMAGE_MONSTER3 36
#define _IMAGE_MONSTER4 37
#define _IMAGE_MONSTER5 38
#define _IMAGE_MONSTER6 39
#define _IMAGE_MONSTER7 40
#define _IMAGE_MONSTER8 41
#define _IMAGE_MONSTER9 42
#define _IMAGE_MONSTER10 43
#define _IMAGE_MONSTER11 44
#define _IMAGE_MONSTER12 45
#define _IMAGE_SMONSTER1 46
#define _IMAGE_SMONSTER2 47
#define _IMAGE_SMONSTER3 48
#define _IMAGE_SMONSTER4 49
#define _IMAGE_SMONSTER5 50
#define _IMAGE_SMONSTER6 51
#define _IMAGE_SMONSTER7 52
#define _IMAGE_SMONSTER8 53
#define _IMAGE_SMONSTER9 54
#define _IMAGE_SMONSTER10 55
#define _IMAGE_SMONSTER11 56
#define _IMAGE_SMONSTER12 57
#define _IMAGE_NPC 58
#define _IMAGE_MONMAGIC 59
#define _IMAGE_INTEREX 60
#define _MAX_MONSTER_IMAGE 12
#define _MAX_IMAGE 61
#define _TEXTR_FILE_MAGIC 0
#define _TEXTR_FILE_MONMAGIC 1
#define _TEXTR_FILE_MAP 2
#define _TEXTR_FILE_INTER 3
#define _MAX_TEXTR_FILE 4
/
******************************************************************************************************************
#1. Item Define
*******************************************************************************************************************/
#define _ITEM_TYPE_INVENTORY 0
#define _ITEM_TYPE_EQUIP 1
#define _ITEM_TYPE_GROUND 2
#define _INVENTORY_CELL_WIDTH 38
#define _INVENTORY_CELL_HEIGHT 38
#define _CHAT_COLOR1 0 //RGB( 0, 0, 0); // Åõ°ú»ö.
#define _CHAT_COLOR2 1 //RGB( 10, 10, 10); // °ËÁ¤»ö.
#define _CHAT_COLOR3 2 //RGB(255, 255, 255); // Èò»ö.
#define _CHAT_COLOR4 3 //RGB(255, 0, 0); // »¡°.
#define _CHAT_COLOR5 4 //RGB( 0, 255, 0); // ³ì»ö.
#define _CHAT_COLOR6 5 //RGB( 0, 0, 255); // Ǫ¸¥»ö
#define _CHAT_COLOR7 6 //RGB(255, 255, 0); // ³ë¶û»ö.
#define _CHAT_COLOR8 7 //RGB(255, 128, 0); // ÁÖȲ»ö
#define _USER_NAMECLR1 255 //RGB(255, 255, 255); Èò»ö
#define _USER_NAMECLR2 251 //RGB(255, 255, 0); ³ë¶õ»ö
#define _USER_NAMECLR3 249 //RGB(255, 0, 0); »¡°£»ö
#define _USER_NAMECLR4 125 //RGB(255, 0, 0); ??»ö(°á°è¾È
¸ó½ºÅÍ»ö)
#define _USER_NAMECLR5 47 //RGB(165, 99, 57); °¥»ö
#define _USER_NAMECLR6 180 //RGB( 0, 0, 255); Ǫ¸¥»ö
#define _USER_NAMECLR7 69 //RGB(239, 107, 0); ÁÖȲ»ö
#define _USER_NAMECLR8 221 //RGB( 0, 148, 0); ³ì»ö
#define _USER_NAMECLR9 254 //RGB( 0, 255, 255); »ö
#define _USER_NAMECLR10 147 //RGB(140, 214, 239); »ö
#define _USER_NAMECLR11 154 //RGB( 57, 181, 239); »ö
#define _USER_NAMECLR12 229 //RGB(119, 136, 255); »ö
#define _USER_NAMECLR13 168 //RGB( 0, 123, 222); »ö
#define _USER_NAMECLR14 252 //RGB( 0, 0, 255); »ö
/
******************************************************************************************************************
#1. Actor Define
*******************************************************************************************************************/
#define _GENDER_MAN 0
#define _GENDER_WOMAN 1
#define _GENDER_NPC 50
#define _GENDER_MON 3//77
#define _MAX_GENDER 4
#define _TARGETRGN_GAPX 10
#define _TARGETRGN_GAPY 8
#define _MAX_HERO_KIND 10
#define _MAX_MON_KIND 255
#define _MAX_NPC_KIND 29
#define _MAX_DIRECTION 8
#define _DIRECTION_LIST_1 0
#define _DIRECTION_LIST_2 1
#define _DIRECTION_LIST_3 2
#define _DIRECTION_LIST_4 3
#define _DIRECTION_LIST_5 4
#define _DIRECTION_LIST_6 5
#define _DIRECTION_LIST_7 6
#define _DIRECTION_LIST_8 7
#define _DEFAULT_SPELLFRAME 10
#define _DEFAULT_DELAYTIME 300
#define _HAIR_NONE 0
#define _MAX_HAIR 7
#define _WEAPON_NONE 0
#define _MAX_WEAPON 32
#define _HORSE_NONE 0
#define _MAX_HORSE 4
#define _MAX_WEAPON_MTN 25
#define _MAX_WEAPON_FRAME 3000
#define _START_HORSE_FRAME 2320
#define _START_HORSE_MTN 29
#define _MAX_HORSE_FRAME 400
#define _MY_CENTER_XPOS 400
#define _MY_CENTER_YPOS 243
#define _MAX_CHAT_LINE 5
#define _CHAT_WIDTH 144
//#define _GAPX_TILE_CHAR_MAP 11
//#define _GAPY_TILE_CHAR_MAP 11
#define _GAPX_TILE_CHAR_MAP 12
#define _GAPY_TILE_CHAR_MAP 12
#define _CHAR_CENTER_XPOS 400
#define _CHAR_CENTER_YPOS 243
#define _SPEED_WALK 1
#define _SPEED_RUN 2
#define _SPEED_HORSERUN 3
#define _MOTION_LOCKTIME 8000
#define _WARMODE_TIME 5000
#define _JOB_DOSA 2
#define _JOB_SULSA 1
#define _JOB_JUNSA 0
#define _STATE_RED 64690
#define _STATE_GREEN 2016
#define _STATE_BLUE 38079//31
#define _STATE_YELLOW 65504
#define _STATE_FUCHSIA 64511
#define _STATE_GRAY 0
#define _STATE_ABLEND 1
#define _STATE_SHIELDUSE 2
#define _STATE_NOTUSED 0XFFFF
#define _RUN_MINHEALTH 10
#define _DIG_NORMAL 0
#define _DIG_UP 1
#define _DIG_DOWN 2
#define _DIG_DOWNDEL 3
/
******************************************************************************************************************
#1. Sprite Define
*******************************************************************************************************************/
// HeroÀÇ µ¿ÀÛ Á¤ÀÇ.(°ÔÀÓ³»ÀÇ ¸ðµç µ¿ÀÛÀ» Á¤ÀÇÇÑ´Ù.)
#define _MAX_HERO_MTN 33 // ÃÖ´ë µ¿ÀÛ°¹¼ö.
#define _MAX_HERO_FRAME 3000 // ´ÙÀ½ Hero·Î ³Ñ¾î°¡´Â ÃÖ´ë ÇÁ·¹ÀÓ
°¹¼ö.
#define _MAX_HERO_REALFRAME 2640
#define _MT_STAND 0 // À¯ÈÞµ¿ÀÛ.
#define _MT_ARROWATTACK 1 // Ȱ°ø°Ý.
#define _MT_SPELL1 2 // ¸¶¹ý ½ÃÀü1.
#define _MT_SPELL2 3 // ¸¶¹ý °ø°Ý ½ÃÀü2.
#define _MT_HOLD 4 // °ßµð±â.
#define _MT_PUSHBACK 5 // µÚ·Î ¹Ð·Á³ª±â.
#define _MT_PUSHBACKFLY 6 // µÚ·Î ³¯¶ó¼ ¹Ð·Á³ª±â.
#define _MT_ATTACKMODE 7 // ÀüÅõ¸ðµå.
#define _MT_CUT 8 // °í±â ½ä±â.
#define _MT_ONEVSWING 9 // ÇÑ¼Õ Á¾º£±â.(µ¿ÀÛ 9¹øºÎÅÍ 14¹ø±îÁö¿¡¼
¹«±âÀÇ Á¾·ù¿¡ µû¶ó µ¿ÀÛÀÌ Á¤ÇØÁø´Ù.)
#define _MT_TWOVSWING 10 // µÎ¼Õ Á¾º£±â.
#define _MT_ONEHSWING 11 // ÇÑ¼Õ È¾º£±â.
#define _MT_TWOHSWING 12 // µÎ¼Õ Ⱦº£±â.
#define _MT_SPEARVSWING 13 // â Á¾º£±â.
#define _MT_SPEARHSWING 14 // â Ⱦº£±â.
#define _MT_HITTED 15 // ¸Â±â.
#define _MT_WHEELWIND 16 // µ¹¸é¼ º£±â.
#define _MT_RANDSWING 17 // ¸¶±¸ º£±â.
#define _MT_BACKDROPKICK 18 // µÚµ¹¾Æ Â÷±â.
#define _MT_DIE 19 // Á×±â.
#define _MT_SPECIALDIE 20 // Æ¢¾î¿Ã¶ó Á×±â.
#define _MT_WALK 21 // °È±â.
#define _MT_RUN 22 // ´Þ¸®±â.
#define _MT_MOODEPO 23 // ¹«Åº¸ ¶Ù±â.
#define _MT_ROLL 24 // ±¸¸£±â.
#define _MT_FISHSTAND 25 // ³¬½Ã¸ðµå À¯ÈÞ.
#define _MT_FISHHAND 26 // ³¬½Ã¸ðµå.
#define _MT_FISHTHROW 27 // ³¬½ÃÁÙ ´øÁö±â.
#define _MT_FISHPULL 28 // ³¬½ÃÁÙ ´ç±â±â.
#define _MT_HORSESTAND 29 // ½Â¸¶¸ðµå À¯ÈÞ.
#define _MT_HORSEWALK 30 // ½Â¸¶¸ðµå °È±â.
#define _MT_HORSERUN 31 // ½Â¸¶¸ðµå ´Þ¸®±â.
#define _MT_HORSEHIT 32 // ½Â¸¶¸ðµå ¸Â±â.
// MonsterÀÇ µ¿ÀÛ Á¤ÀÇ.(°ÔÀÓ³»ÀÇ ¸ðµç µ¿ÀÛÀ» Á¤ÀÇÇÑ´Ù.)
#define _MAX_MON_MTN 10 // ÃÖ´ë µ¿ÀÛ°¹¼ö.
#define _MAX_MON_FRAME 1000 // ´ÙÀ½ Mon·Î ³Ñ¾î°¡´Â ÃÖ´ë ÇÁ·¹ÀÓ
°¹¼ö.
#define _MT_MON_STAND 0 // À¯ÈÞµ¿ÀÛ.
#define _MT_MON_WALK 1 // °È±âµ¿ÀÛ.
#define _MT_MON_ATTACK_A 2 // ÀϹݰø°Ýµ¿ÀÛ1.
#define _MT_MON_HITTED 3 // ¸Â±âµ¿ÀÛ.
#define _MT_MON_DIE 4 // Áױ⵿ÀÛ.
#define _MT_MON_ATTACK_B 5 // ÀϹݰø°Ýµ¿ÀÛ2.
#define _MT_MON_SPELL_A 6 // ¸¶¹ý°ø°Ýµ¿ÀÛ1.
#define _MT_MON_SPELL_B 7 // ¸¶¹ý°ø°Ýµ¿ÀÛ2.
#define _MT_MON_APPEAR 8 // ³ªÅ¸³ª±âµ¿ÀÛ.
#define _MT_MON_SPECIAL_MTN 9 // Ư¼öµ¿ÀÛ1.
// NPCÀÇ µ¿ÀÛ Á¤ÀÇ.(°ÔÀÓ³»ÀÇ ¸ðµç µ¿ÀÛÀ» Á¤ÀÇÇÑ´Ù.)
// NPC °ü·ÃÁ¤ÀÇ.
#define _MAX_NPC_MTN 3 // ÃÖ´ë µ¿ÀÛ°¹¼ö.
#define _MAX_NPC_FRAME 100 // ´ÙÀ½ NPC·Î ³Ñ¾î°¡´Â ÃÖ´ë ÇÁ·¹ÀÓ
°¹¼ö.
#define _MT_NPC_STAND 0 // À¯ÈÞµ¿ÀÛ.
#define _MT_NPC_ACT01 1 // Ư¼öµ¿ÀÛ1.
#define _MT_NPC_ACT02 2 // Ư¼öµ¿ÀÛ2.
// ±âµµ. 0
// ¹«±â´ëÀåÀåÀÌ. 1
// ¹æ¾î±¸´ëÀåÀåÀÌ. 2
// ¿©°üÁ¾¾÷¿ø. 3
// Ä«¿îÅÍ. 4
// °æ¸Å¾È³»ÀÚ. 5
// °í±Þ»ç¼. 6
// µµ¼°ü°æºñ. 7
// »ç¼. 8
// Á¢¼öó. 9
// ¾àÃÊÇҾƹöÁö. 10
// ÀÇ·ù»ó. 11
// ÁÖÁ¡NPC. 12
// »ç¸·Àü»ç. 13
// ´ëÀå°£Á¾¾÷¿ø. 14
// µµ¹ÚÀåÃ¥ÀÓÀÚ. 15
// ¿¾³¯´ëÀåÀåÀÌ. 16
// ¿¾³¯¾à¹æ³ëÀÎ. 17
// ¿¾³¯Ã¥¹æ³ëÀÎ. 18
// Àâ»óÀÎ. 19
// ÀâÈ»ó. 20
// ÀâÈ»ó. 21
// ÀâÈ»ó. 22
// Á¡ÀïÀÌ. 23
// Æ÷¸ñ»ó. 24
// ¿©°ü¾ÆÁܸ¶. 25
// À½½ÄÁ¡ÇÒ¹è. 26
// Á¤À°Á¡ÁÖÀÎ. 27
// ÇàÁ¤°ü. 28
// ¸¶¹ýÈ¿°ú°ü·ÃÁ¤ÀÇ.
#define _MAX_EFFECT 33
#define _MAX_MAGIC 52
#define _MAX_EXPLOSION 8
/
******************************************************************************************************************
#1. Chat Popup Wnd
*******************************************************************************************************************/
#define _MAX_CHATLINE_POPUP 19
/
******************************************************************************************************************
#1. Button Wnd
*******************************************************************************************************************/
#define _BTN_STATE_NORMAL 0
#define _BTN_STATE_FOCUS 1
#define _BTN_STATE_CLICK 2
#define _BTN_TYPE_NOFOCUS 0
#define _BTN_TYPE_FOCUS 1
/
******************************************************************************************************************
#1. Game Procedure
*******************************************************************************************************************/
#define _CLIP_WIDTH 800
#define _CLIP_HEIGHT 492
#define _TIMER_ID 1
#define _ET_DIGOUTZOMBI 1 //Á»ºñ°¡ ¶¥ÆÄ°í ³ª¿Â ÈçÀû
#define _ET_MINE 2 //±¤¼®ÀÌ ¸ÅÀåµÇ¾î ÀÖÀ½
#define _ET_PILESTONES 3 //µ¹¹«´õ±â
#define _ET_HOLYCURTAIN 4 //°á°è
#define _ET_FIRE 5
#define _ET_SCULPEICE 6 //ÁÖ¸¶¿ÕÀÇ µ¹±úÁø Á¶°¢
#define _MAX_CELL_OBJ 10
// Day Bright.
#define _DAYSTATE_DUSK 0 // »õº®.
#define _DAYSTATE_DAY 1 // ³·.
#define _DAYSTATE_DAWN 2 // Àú³á.
#define _DAYSTATE_NIGHT 3 // ¹ã.
// Fog Bright.
#define _FOGSTATE_DAY 0 // ³·.
#define _FOGSTATE_NIGHT 1 // ¹ã.
#define _FOGSTATE_DAWN 2 // »õº®, Àú³á.
/
******************************************************************************************************************
#1. Interface
*******************************************************************************************************************/
#define _CHAT_COLOR1 0 //RGB( 0, 0, 0); // Åõ°ú»ö.
#define _CHAT_COLOR2 1 //RGB( 10, 10, 10); // °ËÁ¤»ö.
#define _CHAT_COLOR3 2 //RGB(255, 255, 255); // Èò»ö.
#define _CHAT_COLOR4 3 //RGB(255, 0, 0); // »¡°.
#define _CHAT_COLOR5 4 //RGB( 0, 255, 0); // ³ì»ö.
#define _CHAT_COLOR6 5 //RGB( 0, 0, 255); // Ǫ¸¥»ö
#define _CHAT_COLOR7 6 //RGB(255, 255, 0); // ³ë¶û»ö.
#define _CHAT_COLOR8 7 //RGB(255, 128, 0); // ÁÖȲ»ö
#define _INPUT_EDITWND_XPOS 223
#define _INPUT_EDITWND_YPOS 549
#define _INPUT_EDITWND_WIDTH 353
#define _INPUT_EDITWND_HEIGHT 15
// ¸ÞÀÎÀÎÅÍÆäÀ̽º¿¡¼ ¾²ÀÏ À©µµ¿ì ¾ÆÀ̵ð.
#define _WND_ID_INVENTORY 0 //°¡¹æÀ©µµ¿ì.
#define _WND_ID_STATUS 1 //ij¸¯ÅÍ Á¤º¸ º¸±âÀ©µµ¿ì(3°³).
#define _WND_ID_STORE 2 //»óÁ¡À©µµ¿ì.
#define _WND_ID_EXCHANGE 3 //±³È¯À©µµ¿ì.
#define _WND_ID_GUILD 4 //¹®¿øÀ©µµ¿ì.
#define _WND_ID_GUILDMASTER 5 //¹®ÁÖÀ©µµ¿ì.
#define _WND_ID_GROUP 6 //±×·ìÀ©µµ¿ì.
#define _WND_ID_GROUPPOP 7 //
#define _WND_ID_CHATPOP 8 //
#define _WND_ID_NPCCHAT 9
#define _WND_ID_MESSAGEBOX 10 // MessageBox
#define _WND_ID_QUEST 11 //
#define _WND_ID_OPTION 12 //
#define _WND_ID_HORSE 13 //
// ¸ÞÀÎ ÀÎÅÍÆäÀ̽º¿¡¼ ¾²ÀÏ À©µµ¿ìÀÇ À̹ÌÁö À妽º.
#define _WNDIMGIDX_MAIN 50 //¸ÞÀÎÀÎÅÍÆäÀ̽ºÃ¤ÆÃâ
#define _WNDIMGIDX_INVENTORY 250 //Àκ¥Å丮
#define _WNDIMGIDX_ITEMSET 200 //
#define _WNDIMGIDX_SKILLSET 202 //¹«°ø¼³Á¤Ã¢
#define _WNDIMGIDX_STATUS 201 //
#define _WNDIMGIDX_CHARINFO 201 //
#define _WNDIMGIDX_STORE 253 //»óÁ¡¹°°Ç»ç±â
#define _WNDIMGIDX_EXCHANGE 251 //±³È¯Ã¢
#define _WNDIMGIDX_GUILDMASTER 600 //¹®ÁÖ°Ô½ÃÆÇ.
#define _WNDIMGIDX_GUILD 169 //¹®¿ø°Ô½ÃÆÇ.
#define _WNDIMGIDX_GROUP 900 //±×·ìâ.
#define _WNDIMGIDX_GROUPPOP 145 //±×·ìÀÔ·Ââ.
#define _WNDIMGIDX_CHATPOP 350 //äÆÃÆË¾÷â.
#define _WNDIMGINDX_MSGBOX1 254
#define _WNDIMGINDX_MSGBOX2 255
#define _WNDIMGIDX_NPCCHAT 300 //NPC´ëÈâ
#define _WNDIMGIDX_QUEST 700 //Äù½ºÆ®Ã¢.
#define _WNDIMGIDX_OPTION 750 //¿É¼Çâ.
#define _WNDIMGIDX_HORSE 850 //¸»Ã¢.
#define _IDX_IMG_NOTICEBOX 0 //°øÁöâ À妽º
#define _IMGIDX_BELT 51
// ¸ÞÀÎÀÎÅÍÆäÀ̽º¿¡¼ ¾²ÀÏ ¹öư ¾ÆÀ̵ð.
#define _BTN_ID_CHANGE 0
#define _BTN_ID_MINIMAP 1
#define _BTN_ID_MUGONG 2
#define _BTN_ID_EXIT 3
#define _BTN_ID_LOGOUT 4
#define _BTN_ID_GROUP 5
#define _BTN_ID_GUILD 6
#define _BTN_ID_BELT 7
#define _BTN_ID_MAGIC 8
#define _BTN_ID_POPUP 9
#define _BTN_ID_QUEST 10
#define _BTN_ID_OPTION 11
#define _BTN_ID_HELP 12
#define _BTN_ID_HORSE 13
#define _BTN_ID_BAG 14
#define _BTN_ID_CHAR 15
#define _MAX_INTER_BTN 16
#define _MAX_CHATLINE 5
#define _MAX_SAVECHATLINE 50
#define _BELT_STATE_STAY 0
#define _BELT_STATE_UP 1
#define _BELT_STATE_DOWN 2
/
******************************************************************************************************************
#1. Inventory Window
*******************************************************************************************************************/
#define _INVEN_MAX_CELL 25
#define _BELT_MAX_CELL 6
#define _INVEN_CELL_XCNT 5
#define _INVEN_CELL_YCNT 5
#define _INVEN_MAX_CELL_YCNT 12
#define _INVEN_CELL_XSTART 44
#define _INVEN_CELL_YSTART 55
#define _BELT_CELL_XGAP 40
#define _BELT_CELL_XSTART 18
#define _BELT_CELL_YSTART 220
#define _MAX_INVEN_BTN 1//2
#define _MAX_INVEN_ITEM 60
#define _MAX_BELT_ITEM 6
#define _BTN_ID_INVENCLOSE 0
//#define _BTN_ID_INVENSCRLUP 1
//#define _BTN_ID_INVENSCRLDOWN 2
/
******************************************************************************************************************
#1. Light fog
*******************************************************************************************************************/
#define NUM_CNTX_LIGHTTILE 17
#define NUM_CNTY_LIGHTTILE 21
#define TILE_START_XPOS -8
#define TILE_START_YPOS -29
#define TILE_WIDTH 48
#define TILE_HEIGHT 32
#define NUM_LIGHTTILE_INDICES
(NUM_CNTX_LIGHTTILE)*(NUM_CNTY_LIGHTTILE)*3*2
#define NUM_LIGHTTILE_VERTICES (NUM_CNTX_LIGHTTILE
+1)*(NUM_CNTY_LIGHTTILE+1)
/
******************************************************************************************************************
#1. Magic
*******************************************************************************************************************/
#define _MAGIC_ACTIVE 0 // ¸¶¹ýȰ¼º»óÅÂ.
#define _LIGHT_ACTIVE 1 // ¸¶¹ý±¤¿øÈ°¼º»óÅÂ.
#define _MAGIC_FINISH 2 // ¸¶¹ý¼Ò¸ê.
#define _SKILL_FIREBALL 1 // È¿°Àå.
#define _SKILL_HEALLING 2 // ȸº¹¼ú.
#define _SKILL_ONESWORD 3 // ¿Ü¼ö.
#define _SKILL_ILKWANG 4 // Àϱ¤.
#define _SKILL_FIREBALL2 5 // ±Ý°È¿°Àå.
#define _SKILL_AMYOUNSUL 6 // ¾Ï¿¬¼ú.
#define _SKILL_YEDO 7 // ¿¹µµ.
#define _SKILL_FIREWIND 8 // È¿°Ç³.
#define _SKILL_FIRE 9 // ¿°»çÀå.
#define _SKILL_SHOOTLIGHTEN 10 // ·ÚÀÎÀå.
#define _SKILL_LIGHTENING 11 // °°Ý.
#define _SKILL_ERGUM 12 // ¾î°Ë¼ú.
#define _SKILL_FIRECHARM 13 // Æø»ì°è.
#define _SKILL_HANGMAJINBUB 14 // Ç׸¶Áø¹ý.
#define _SKILL_DEJIWONHO 15 // ´ëÁö¿øÈ£.
#define _SKILL_HOLYSHIELD 16 // °á°è.
#define _SKILL_SKELLETON 17 // ¹é°ñ¼Òȯ¼ú.
#define _SKILL_CLOAK 18 // Àº½Å.
#define _SKILL_BIGCLOAK 19 // ´ëÀº½Å.
#define _SKILL_TAMMING 20 // ·ÚÈ¥°Ý.
#define _SKILL_SPACEMOVE 21 // ¾Æ°øÇà¹ý.
#define _SKILL_EARTHFIRE 22 // Áö¿°¼ú.
#define _SKILL_FIREBOOM 23 // Æø¿ÆÄ.
#define _SKILL_LIGHTFLOWER 24 // ·Ú¼³È.
#define _SKILL_BANWOL 25 // ¹Ý¿ù.
#define _SKILL_FIRESWORD 26 // ¿°È°á.
#define _SKILL_MOOTEBO 27 // ¹«Åº¸.
#define _SKILL_SHOWHP 28 // ޱâÆÄ¿¬.
#define _SKILL_BIGHEALLING 29 // ´ëȸº¹.
#define _SKILL_SINSU 30 // ½Å¼ö¼Òȯ.
#define _SKILL_SHIELD 31 // ÁÖ¼úÀǸ·.
#define _SKILL_KILLUNDEAD 32 // »çÀÚÀ±È¸.
#define _SKILL_SNOWWIND 33 // ºù¼³Ç³.
#define _SKILL_JUMPSHOT 33 // Á¡ÇÁÇØ¼Ä¡±â °Ë±â.
#define _SKILL_RANDSWING 34 // ¸¶±¸ Èֵθ£±â.
#define _SKILL_SPACEMOVE2 35 // ¾Æ°øÇà¹ý2.
#define _SKILL_SPACEMOVE3 36 // ¾Æ°øÇà¹ý3.
#define _MONMAGIC_KEPAL 100 // Àü°Ý°ø°Ý.(°ø°ÝÇÑ Ä³¸¯ÅÍÀ§¿¡)(¸¶¹ý)
#define _MONMAGIC_EXPLODE 101 // Æø¹ß¸¶¹ý.(µ¹°ñ·½Á×À»¶§, ·Ð°ø°Ý½Ã)
#define _MONMAGIC_BLACK1 102 // Èæ¸¶¹ý»ç. (¸¶¹ý(½ÃÀü))
#define _MONMAGIC_BLACK2 103 // Èæ¸¶¹ý»ç. (¸¶¹ý(¸¶¹ý))
#define _MONMAGIC_DIE 104 // Èæ¸¶¹ý»ç, °æ°©¿Ê±â»ç, È«¸¶¹ý»ç, ½Å±â¼
±º¸½ºº¯½ÅÀü Á×À½.(È¿°ú)
#define _MONMAGIC_ANTHEAL 105 // Ä¡À¯°³¹ÌÈú¸µ(¹ß»ç¸¶¹ý, Æø¹ßÈ¿°ú.)
#define _MONMAGIC_GREATANT 106 // °Å´ë°³¹Ì.(°ø°ÝÇÑ Ä³¸¯ÅÍÀ§¿¡)
(¸¶¹ý)
#define _MONMAGIC_MAGENUMA 108 // °á°è.
#define _MONMAGIC_ANT 109 // º´Á¤°³¹Ì°ø°Ý.(°ø°ÝÇÑ Ä³¸¯ÅÍÀ§¿¡)
(¸¶¹ý)
#define _MONMAGIC_WORKANT 110 // Àϰ³¹Ì°ø°Ý.(°ø°ÝÇÑ Ä³¸¯ÅÍÀ§¿¡)
(¸¶¹ý)
#define _MONMAGIC_RED1 111 // È«¸¶¹ý»ç. (¸¶¹ý(½ÃÀü))
#define _MONMAGIC_RED2 112 // È«¸¶¹ý»ç. (¸¶¹ý(¸¶¹ý))
#define _MONMAGIC_COWGHOST 113 // ¿ì¸é±Í. (¸¶¹ý)
#define _MONMAGIC_SINSU 114 // ½Å¼ö. (¸¶¹ý)
#define _MONMAGIC_ZOMBIE 115 // Á»ºñ. (¸¶¹ý)
#define _MONMAGIC_JUMAWANG 116 // ÁÖ¸¶¿Õ. (¸¶¹ý)
#define _MONMAGIC_CHIM 117
#define _MONMAGIC_ARROW 118
#define _MONMAGIC_MAARROW 119
#define _MONMAGIC_DUALAXE 120
#define _MONMAGIC_COWFLAME 121
#define _MONMAGIC_BIGGINE_ATT 122
#define _MONMAGIC_BIGGINE_CHAR 123
#define _MONMAGIC_SANDFISH 124
#define _MONMAGIC_BAODIE 125
#define _MONMAGIC_SINGI_DIE 126
#define _MONMAGIC_HUSU_DIE 127
#define _MONMAGIC_ZOMBIE_DIE 128
#define _MONMAGIC_SSEGI 129
#define _MONMAGIC_NUMAGUMGI 130
#define _MONMAGIC_EXPLODE1 131
#define _BLEND_NORMAL 0 // ÀϹÝÀûÀα׸®±â.(¾ËÆÄ°ªÀÌ Àû¿ëµÉ¼öÀÖ
´Ù.)
#define _BLEND_LIGHT 1 // ¼¶±¤È¿°úÇüÅÂÀÇ ºí·»µù.
#define _BLEND_LIGHTINV 2
#define _BLEND_INVNORMAL 3
#define _BLEND_INVLIGHT 4
#define _BLEND_INVLIGHTINV 5
/
******************************************************************************************************************
#1. Map Handler
*******************************************************************************************************************/
#define _BASETILE_WIDTH 96 // ±âº»Å¸ÀÏ ³ÐÀÌ.
#define _BASETILE_HEIGHT 64
#define _CELL_WIDTH 48 // ±âº»¼¿ ³ÐÀÌ, ±âº»Å¸ÀÏÀº 4°³ÀÇ ¼¿·Î
ÀÌ·ç¾îÁö°í Á¤º¸´Â ¼¿´ÜÀ§·Î ÀúÀåµÈ´Ù.
#define _CELL_HEIGHT 32
#define _VIEW_CELL_X_COUNT 24 // ºä¿µ¿ª¿¡ ÇÊ¿äÇÑ XÃàÀÇ ¼¿´ÜÀ§
°³¼ö.((Â¥Åõ¸® ŸÀÏÁ¦¿Ü)Á¿ÍÀ§·Î 3¼¿, ¿ì¿Í¾Æ·¡·Î 2¼¿¾¿ÀÇ ¿©À¯¸¦ µÐ´Ù.)
#define _VIEW_CELL_Y_COUNT 24
#define _VIEW_CELL_Y_COUNT_FOR_OBJ 44
#define _VIEW_CELL_X_START -200 // ºä¿µ¿ªÀ» ±×¸®±â À§ÇÑ ½ÃÀÛ
¼¿ XÁÂÇ¥.
#define _VIEW_CELL_Y_START -157
#define _MAX_TILE_FILE 14
// Æ÷±×»ö °ü·Ã ¼Ó¼º.
#define _FOG_COLOR_TYPE0 RGB(0, 0, 0);
#define _FOG_COLOR_TYPE1 RGB(100, 10, 10);
#define _FOG_COLOR_TYPE2 RGB(10, 255, 10);
#define _FOG_COLOR_TYPE3 RGB(10, 10, 255);
// ¼Ó¼º °ü·Ã Á¤ÀÇ.
#define _CAN_WALK 0
#define _CAN_NOTWALK 1
#define _CAN_FLY 0
#define _CAN_NOTFLY 1
// ¶óÀÌÆ® Å©±â °ü·Ã Á¤ÀÇ.
#define _LIGHT_SIZE_TYPE0 3
#define _LIGHT_SIZE_TYPE1 4
#define _LIGHT_SIZE_TYPE2 5
#define _LIGHT_SIZE_TYPE3 6
// ¶óÀÌÆ® »ö °ü·Ã Á¤ÀÇ.
#define _LIGHT_COLOR_TYPE0 RGB(255, 0, 0);
#define _LIGHT_COLOR_TYPE1 RGB(0, 255, 0);
#define _LIGHT_COLOR_TYPE2 RGB(0, 0, 255);
#define _LIGHT_COLOR_TYPE3 RGB(255, 0, 255);
// ¹®°ü·Ã Á¤ÀÇ.
#define _DOOR_ISCLOSED 0
#define _DOOR_ISOPEN 1
#define _TILE_ANI_DELAY_1 150
#define _TILE_ANI_DELAY_2 200
#define _TILE_ANI_DELAY_3 250
#define _TILE_ANI_DELAY_4 300
#define _TILE_ANI_DELAY_5 350
#define _TILE_ANI_DELAY_6 400
#define _TILE_ANI_DELAY_7 420
#define _TILE_ANI_DELAY_8 450
/
******************************************************************************************************************
#1. Status Window
*******************************************************************************************************************/
#define _TYPE_EQUIP 0
#define _TYPE_STATUS 1
#define _TYPE_SETMAGIC 2
#define _EQUIP_MAX_CELL 10
#define _MAGIC_MAX_CELL 5
#define _MAGIC_MAX_KEY 8
#define _MAX_TYPE_WND 3
#define _MAX_STAUTS_BTN 3
#define _BTN_ID_STATUSCLOSE 0
#define _BTN_ID_STATUS 1
#define _BTN_ID_STATUSMAGIC 2
#define _BTN_ID_STATUS_X 187
#define _BTN_ID_STATUS_Y 266
#define _BTN_ID_STATUSMAGIC_X 224
#define _BTN_ID_STATUSMAGIC_Y 98
#define _EQUIP_CHAR_X 100
#define _EQUIP_CHAR_Y 200
#define _U_DRESS 0
#define _U_WEAPON 1
#define _U_RIGHTHAND 2
#define _U_NECKLACE 3
#define _U_HELMET 4
#define _U_ARMRINGL 5
#define _U_ARMRINGR 6
#define _U_RINGL 7
#define _U_RINGR 8
#define _U_CHARM 9
#define _U_UNEQUIP 100
#define _MAX_MAGIC_SKILL 32
/
******************************************************************************************************************
#1. Store Window
*******************************************************************************************************************/
#define _STORE_STATE_SELL 0
#define _STORE_STATE_BUY 1
/
******************************************************************************************************************
#1. Client To Server Message
*******************************************************************************************************************/
#define CM_QUERYUSERNAME 80
#define CM_QUERYBAGITEMS 81
#define CM_DROPITEM 1000
#define CM_PICKUP 1001
#define CM_TAKEONITEM 1003
#define CM_TAKEOFFITEM 1004
#define CM_EAT 1006
#define CM_MAGICKEYCHANGE 1008
#define CM_LOGINNOTICEOK 1018
#define CM_GROUPMODE 1019 //
***************************************
#define CM_CREATEGROUP 1020 //
***************************************
#define CM_ADDGROUPMEMBER 1021 //
***************************************
#define CM_DELGROUPMEMBER 1022 //
***************************************
#define CM_TRUN 3010
#define CM_WALK 3011
#define CM_RUN 3013
#define CM_HIT 3014
#define CM_LONGHIT 3019
#define CM_POWERHIT 3018
#define CM_SPELL 3017 // º¸³½ÈÄ ¼¹ö¿¡¼ ½ÂÀÎÀÌ ¿À¸é µ¿ÀÛÀ» ÇÑ´Ù.
½ºÆçµ¿ÀÛÀÌ ³¡³ÈÄ sm_magicfire°¡ ¿À¸é µ¿ÀÛÀ» ½ºÅĵå·Î ¹Ù²Û´Ù.
#define CM_WIDEHIT 3024
#define CM_FIREHIT 3025
#define CM_SAY 3030
#define CM_RIDE 3031
#define CM_BUTCH 1007
#define CM_SITDOWN 3012
#define CM_CLICKNPC 1010
#define CM_OPENDOOR 1002
//¿ë±â
////////////////////////////////////////////////////////////////////////////////////////////////////////
// °øÅë
#define CM_CLICKNPC 1010 // ÀÌ ¸Þ½ÃÁö¸¦ ¼¹ö·Î º¸³»¾î ÇØ´ç MPCÀÇ Á
¤º¸¸¦ ¹Þ´Â´Ù.
#define CM_MERCHANTDLGSELECT 1011 // »ç¿ëÀÚ°¡ NPC´ëÈÁß Tag°¡ Á¸ÀçÇÏ
´Â ºÎºÐÀ» ClickÇßÀ»°æ¿ì º¸³»¾îÁø´Ù.
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ÆÈ±â
#define CM_MERCHANTQUERYSELLPRICE 1012 // ÆÈ±â ¹°°ÇÀ» ¿Ã·Á ³õÀ» °æ¿ì °
¡°ÝÀ» ¾ò´Â´Ù.
// º¯°æÇÒ Çʿ䰡 ÀÖÀ½ (°ú°Å: ÆÈ¹°°ÇÀÇ °¡°Ý¸¸ Ç¥½Ã, ÇöÀç:
ÆÈ¸®´Â ¹°°ÇÀÇ °¢°Ü ¸ðµÎÇ¥½Ã)
#define CM_USERSELLITEM 1013 // ÆÈ±â ¹öưÀ» ´·ÈÀ» °æ¿ì (°ú±â: ÆÈ¹°
°Ç¸¸ Çϳª¸¸ º¸³¿, ÇöÀç: ÆÈ¹°°Ç ¸ðµÎ º¸³¿
////////////////////////////////////////////////////////////////////////////////////////////////////////
// »ç±â
#define CM_USERBUYITEM 1014 // »ç±â ¹öưÀ» ´·ÈÀ» °æ¿ì
#define CM_USERGETDETAILITEM 1015 // »óÁ¡ ¸ñ·ÏÁß¿¡ Sub Menu°¡ ÀÖ´Â
°ÍÀ» Ŭ¸¯ÇßÀ» °æ¿ì
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ¼ö¸®
#define CM_USERREPAIRITEM 1023 // ¼ö¸®ÇÏ´Ù ¹öưÀ» ´·¶À» °æ¿ì
#define CM_MERCHANTQUERYREPAIRCOST 1024 // ¼ö¸®ÇÒ¾ÆÀÌÅÛÀ» ¿Ã·Á ³õÀ»
°æ¿ì °¡°ÝÀ» ¾ò´Â´Ù.
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ¾à¹æ
#define CM_USERMAKEDRUGITEM 1034 //
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ¿©°ü
#define CM_USERSTORAGEITEM 1031 // »ç¿ëÀÚ°¡ ¸º±ä´Ù ¹öư(ÅØ½ºÆ® ¹öư
¾Æ´Ô)À» ´·¶À» °æ¿ì º¸³»¾îÁø´Ù.
#define CM_USERTAKEBACKSTORAGEITEM 1032 // »ç¿ëÀÚ°¡ ã´Â´Ù ¹öư(ÅØ½ºÆ®
¹öư ¾Æ´Ô)À» ´·¶À» °æ¿ì º¸³»¾îÁø´Ù.
////////////////////////////////////////////////////////////////////////////////////////////////////////
// ¹®ÆÄ
#define CM_OPENGUILDDLG 1035 // »ç¿ëÀÚ°¡ ¹®ÆÄâÀ» ¿°íÀÚ ÇßÀ» °æ¿ì
º¸³»¾îÁø´Ù.
#define CM_GUILDHOME 1036 // »ç¿ëÀÚ°¡ ¹®ÆÄâÁß HOME ¹öưÀ» ´·¶À»
°æ¿ì º¸³»¾îÁø´Ù.
#define CM_GUILDMEMBERLIST 1037 // »ç¿ëÀÚ°¡ ¹®ÆÄâÁß ¹®¿øLIST¸¦ º¸
°íÀÚ ÇÞÀ» °æ¿ì
#define CM_GUILDADDMEMBER 1038 // »ç¿ëÀÚ°¡ ¹®¿øÃß°¡¸¦ ÇßÀ» °æ¿ì
#define CM_GUILDDELMEMBER 1039 // »ç¿ëÀÚ°¡ ¹®¿ø»èÁ¦¸¦ ÇßÀ» °æ¿ì
#define CM_GUILDUPDATENOTICE 1040 // »ç¿ëÀÚ°¡ ¹®ÆÄ°øÁö¸¦ ¼öÁ¤ ÇßÀ»
°æ¿ì
#define CM_GUILDUPDATERANKINFO 1041 // »ç¿ëÀÚ°¡ ¹®¿øÁ÷À§¸¦ ¼öÁ¤ÇßÀ»
°æ¿ì
#define CM_GUILDMAKEALLY 1044 // »ç¿ëÀÚ°¡ ¹®ÆÄµ¿¸ÍÀ» ÇßÀ» °æ¿ì
#define CM_GUILDBREAKALLY 1045 // »ç¿ëÀÚ°¡ ¹®ÆÄµ¿¸ÍÆÄ±â¸¦ ÇßÀ»°æ¿ì
/
******************************************************************************************************************
#1. Server To Client Message
*******************************************************************************************************************/
#define SM_RUSH 6 // ¹«Åº¸ ¹Ð±â.
#define SM_FIREHIT 8
#define SM_POWERHIT 18
#define SM_BACKSTEP 9
#define SM_TURN 10
#define SM_WALK 11
#define SM_RUN 13
#define SM_HIT 14
#define SM_SPELL 17 // ½ºÆçÀ» ÇÑ´Ù.
#define SM_LONGHIT 19
#define SM_DIGUP 20
#define SM_DIGDOWN 21
#define SM_FLYAXE 22
#define SM_LIGHTING 23
#define SM_WIDEHIT 24
#define SM_DISAPPEAR 30
#define SM_STRUCK 31
#define SM_DEATH 32
#define SM_NOWDEATH 34
#define SM_HEAR 40
#define SM_FEATURECHANGED 41
#define SM_USERNAME 42
#define SM_WINEXP 44
#define SM_LEVELUP 45
#define SM_DAYCHANGING 46
#define SM_LOGON 50
#define SM_NEWMAP 51
#define SM_ABILITY 52
#define SM_HEALTHSPELLCHANGED 53
#define SM_MAPDESCRIPTION 54
#define SM_SYSMESSAGE 100
#define SM_GROUPMESSAGE 101
#define SM_CRY 102
#define SM_WHISPER 103
#define SM_GUILDMESSAGE 104
#define SM_ADDITEM 200
#define SM_BAGITEMS 201
#define SM_ADDMAGIC 210
#define SM_SENDMYMAGIC 211
#define SM_DROPITEM_SCCESS 600
#define SM_DROPITEM_FAIL 601
#define SM_ITEMSHOW 610
#define SM_ITEMHIDE 611
#define SM_TAKEON_OK 615
#define SM_TAKEON_FAIL 616
#define SM_DOOROPEN 612
#define SM_TAKEOFF_OK 619
#define SM_TAKEOFF_FAIL 620
#define SM_SENDUSEITEMS 621
#define SM_WEIGHTCHANGED 622
#define SM_CHANGEMAP 634
#define SM_CLEAROBJECT 633
#define SM_EAT_OK 635
#define SM_EAT_FAIL 636
#define SM_MAGICFIRE 638 // ¸¶¹ýÀÌ ½ÇÇàµÈ´Ù.
#define SM_MAGIC_LVEXP 640
#define SM_DURACHANGE 642
#define SM_GOLDCHANGE 653
#define SM_CHANGELIGHT 654
#define SM_CHANGENAMECOLOR 656
#define SM_CHARSTATUSCHANGE 657
#define SM_SENDNOTICE 658
#define SM_CREATEGROUP_OK 660 //
******************************************************************
#define SM_CREATEGROUP_FAIL 661 //
******************************************************************
#define SM_GROUPCANCEL 666 //
******************************************************************
#define SM_GROUPMEMBERS 667 //
******************************************************************
#define SM_CHANGEGUILDNAME 750
#define SM_SUBABILITY 752
#define SM_SHOWEVENT 804
#define SM_HIDEEVENT 805
#define SM_DELITEM 202
#define SM_DELITEMS 203
#define SM_CLOSEHEALTH 1101
#define SM_OPENHEALTH 1100
#define SM_MONSTERSAY 1501
#define SM_SITDOWN 12
#define SM_BUTCH 637
#define SM_SKELETON 33 // SM_DEATH¿Í µ¿ÀÏ.
#define SM_CHANGEFACE 1104;
#define SM_OPENDOOR_OK 612
#define SM_OPENDOOR_LOCK 613
#define SM_CLOSEDOOR 614
#define SM_MERCHANTSAY 643
#define SM_MERCHANTDLGCLOSE 644
#define SM_SENDGOODSLIST 645
#define SM_SENDUSERSELL 646
#define SM_SENDBUYPRICE 647
#define SM_USERSELLITEM_OK 648
#define SM_USERSELLITEM_FAIL 649
#define SM_BUYITEM_SUCCESS 650
#define SM_BUYITEM_FAIL 651
#define SM_SENDDETAILGOODSLIST 652
#define SM_GOLDCHANGED 653
#define SM_OPENGUILDDLG 753
#define SM_OPENGUILDDLG_FAIL 754
#define SM_SENDGUILDHOME 755
#define SM_SENDGUILDMEMBERLIST 756
#define SM_GUILDADDMEMBER_OK 757
#define SM_GUILDADDMEMBER_FAIL 758
#define SM_GUILDDELMEMBER_OK 759
#define SM_GUILDDELMEMBER_FAIL 760
#define SM_GUILDRANKUPDATE_FAIL 761
#define SM_BUILDGUILD_OK 762
#define SM_BUILDGUILD_FAIL 763
#define SM_GUILDMAKEALLY_OK 768
#define SM_GUILDMAKEALLY_FAIL 769
#define SM_GUILDBREAKALLY_OK 770
#define SM_GUILDBREAKALLY_FAIL 771
#define SM_DLGMSG 772
#define SM_AREASTATE 708
#define SM_RIDEHORSE 1300
/
******************************************************************************************************************
Resource Dll string index
*******************************************************************************************************************/
#define PUNISHMENT_ID_USING 1
#define PUNISHMENT_ID_THEFT 2
#define PUNISHMENT_DISTURB_GAME 3
#define PUNISHMENT_BBS_CURSES 4
#define PUNISHMENT_CONFIRMED_CURSES 5
#define PUNISHMENT_USAGE_BUG 6
#define PUNISHMENT_ASSUMED_GAMEMASTER 7
#define PUNISHMENT_SPREAD_FALLACY 8
#define NEW_ACCOUNT_HELP_ID 9
#define NEW_ACCOUNT_HELP_PWD 10
#define NEW_ACCOUNT_HELP_REPWD 11
#define NEW_ACCOUNT_HELP_NAME 12
#define NEW_ACCOUNT_HELP_SSNO 13
#define NEW_ACCOUNT_HELP_BIRTH 14
#define NEW_ACCOUNT_HELP_ZIPCODE 15
#define NEW_ACCOUNT_HELP_ADDRESS 16
#define NEW_ACCOUNT_HELP_PHONE 17
#define NEW_ACCOUNT_HELP_MOBILEPHONE 18
#define NEW_ACCOUNT_HELP_EMAIL 19
#define NEW_ACCOUNT_HELP_Q 20
#define NEW_ACCOUNT_HELP_A 21
#define NEW_ACCOUNT_WELL_DONE 22
#define ERROR_STR_LOGIN_1 23
#define ERROR_STR_LOGIN_2 24
#define ERROR_STR_LOGIN_3 25
#define ERROR_STR_LOGIN_4 26
#define ERROR_STR_NEW_ACCOUNT_1 27
#define ERROR_STR_NEW_ACCOUNT_2 28
#define ERROR_STR_NEW_ACCOUNT_3 29
#define ERROR_STR_NEW_ACCOUNT_4 30
#define ERROR_STR_NEW_ACCOUNT_5 31
#define ERROR_STR_NEW_ACCOUNT_6 32
#define ERROR_STR_NEW_ACCOUNT_7 33
#define ALRAM_CHARGE 34
#define ALRAM_CHARGE_IP 35
#define ALRAM_CHARGE_1 36
#define ALRAM_CHARGE_2 37
#define ALRAM_CHARGE_3 38
#define CHANGE_PASSWORD 39
#define CHANGE_PASSWORD_1 40
#define CHANGE_PASSWORD_2 41
#define CHANGE_PASSWORD_3 42
#define CHANGE_PASSWORD_4 43
#define ERROR_STR_SELECT_SERVER_1 44
#define ERROR_STR_SELECT_SERVER_2 45
#define ERROR_STR_NEWCHR_1 200
#define ERROR_STR_NEWCHR_2 201
#define ERROR_STR_NEWCHR_3 202
#define DELETE_CHARACTER_1 203
#define DELETE_CHARACTER_2 204
#define VERSION_NOT_MATCHED 205
#define ERROR_STR_START_GAME_1 206
#define ERROR_STR_DELCHR 207
#define ERROR_STR_PATCH_1 300
#define ERROR_STR_PATCH_2 301
#define ERROR_STR_SERVER_CONNECTION 302
#define NOTICE_NOT_EXIST_INDEX 400
#define NOTICE_LAST_PAGE 401
#define FATAL_ERROR_STR 9999
#define SERVER_SELECT_TEST 10000
//////////////////////////////////////////////////////////////////////////////////////////////////////
/
*******************************************************************************************************
Login Procedure
*******************************************************************************************************/
#define _LOGIN_SCREEN_WIDTH 640
#define _LOGIN_SCREEN_HEIGHT 480
/
******************************************************************************************************************
#1. Progress States
*******************************************************************************************************************/
#define PRG_CONNECT -1
#define PRG_INTRO 0
#define PRG_LOGIN 1
#define PRG_NEW_ACCOUNT 3
#define PRG_PATCH 4
#define PRG_CHANGE_PASS 5
#define PRG_SERVER_SELE 6
#define PRG_TO_SELECT_CHR 7
#define PRG_CHAR_SELE 8
#define PRG_CREATE_CHAR 9
#define PRG_PLAY_GAME 10
#define PRG_SEL_TO_CREA 30
#define PRG_CREA_TO_SEL 31
#define PRG_SEL_TO_GAME 32
#define PRG_PATCH_FILES 77
#define PRG_NEED_ACCOUNT_CHANGE 88
#define PRG_QUIT 99
#endif // _DEFINE_H