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/*
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Rose Online Server Emulator
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Copyright (C) 2006,2007 OSRose Team http://www.osrose.net
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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depeloped with Main erose/hrose source server + some change from the original eich source
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*/
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#ifndef _ROSE_CHARACTER_
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#define _ROSE_CHARACTER_
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#include "chartype.h"
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//#include "party.h"
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class CCharacter
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{
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public:
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CCharacter( );
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~CCharacter( );
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unsigned int clientid;
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BYTE CharType; // 0 = undefined | 1 = player | 2 = monster | 3 = summon | 4 = NPC
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CCharacter* nearChar;
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CCharacter* findChar;
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int damagecounter;
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STATS *Stats;
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POSITION *Position;
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BATTLE* Battle;
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STATUS* Status;
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MAGICSTATUS MagicStatus[30];
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int AIVar[20];
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// Batle Functions
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void DoAttack( );
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void NormalAttack( CCharacter* Enemy );
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bool SkillAttack( CCharacter* Enemy, CSkills* skill );
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bool BuffSkill( CCharacter* Target, CSkills* skill );
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bool AoeSkill( CSkills* skill, CCharacter* Enemy=NULL );
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bool AoeBuff( CSkills* skill );
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void UseBuffSkill( CCharacter* Target, CSkills* skill, bool deBuff = false );
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void UseBuffSkillQSD( CCharacter* Target, CSkills* skill, bool deBuff = false );
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//void UseAtkSkill( CCharacter* Enemy, CSkills* skill );
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void UseAtkSkill( CCharacter* Enemy, CSkills* skill, bool deBuff= false );
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int GetHitRate(CCharacter* pDEF);
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int GetCritRate();
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int GetAtkDmg(CCharacter* pDEF, word wHitCNT, int iSuc);
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int GetMgcDmg(CCharacter* pDEF, word wHitCNT, int iSuc);
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bool UseSkill( CSkills* skill, CCharacter *Target = NULL );
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//functions
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bool IsMonster( );
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bool IsPlayer( );
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bool IsDead( );
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bool IsSummon( );
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bool IsOnBattle( );
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bool IsNPC( );
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void StartAction( CCharacter* Target, BYTE action, UINT skillid=0 );
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//void StartAction2( CCharacter* Target, BYTE action, UINT skillid=0, bool restart=false, CCharacter* receiver=NULL);
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bool IsTargetReached( CCharacter* , CSkills* skill=NULL );
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bool CanAttack( );
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bool IsMoving( );
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CCharacter* GetCharTarget( );
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bool IsAttacking( );
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// virtual functions
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// Events
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virtual bool OnBeAttacked( CCharacter* );
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virtual bool OnDie( );
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virtual bool OnEnemyDie( CCharacter* );
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virtual bool OnEnemyOnSight( CCharacter* );
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virtual bool OnSpawn( bool );
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virtual bool OnAlmostDie( );
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virtual bool OnFar( );
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// Functions
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virtual CDrop* GetDrop( );
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virtual void AddDamage( CCharacter* enemy, long int hitpower);
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virtual void UpdatePosition( );
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virtual bool UpdateValues( );
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virtual void ReduceABC( );
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virtual int GetEVBuff( );
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void RefreshBuff( );
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virtual CParty* GetParty( );
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virtual CLAN* GetClan( );
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// stats
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virtual unsigned int GetAttackPower( );
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virtual unsigned int GetDefense( );
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virtual unsigned int GetXPRate( );
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virtual unsigned int GetItemDropRate( );
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virtual unsigned int GetItemDropCountRate( );
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virtual unsigned int GetDodge( );
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virtual unsigned int GetAccury( );
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virtual unsigned int GetMagicDefense( );
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virtual unsigned int GetMagicAttack( );
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virtual unsigned int GetCritical( );
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virtual unsigned int GetAttackSpeed( );
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virtual unsigned int GetMoveSpeed( );
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virtual unsigned int GetMaxHP( );
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virtual unsigned int GetMaxMP( );
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virtual float GetAttackDistance( );
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virtual unsigned int GetInt( );
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};
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#endif
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