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Client.cpp
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// Client.cpp: implementation of the CClient class.
//
//////////////////////////////////////////////////////////////////////
#include "Client.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CClient::CClient(HWND hWnd)
{
register int i;
m_pXSock = NULL;
m_pXSock = new class XSocket(hWnd, DEF_CLIENTSOCKETBLOCKLIMIT);
m_pXSock->bInitBufferSize(DEF_MSGBUFFERSIZE);
ZeroMemory(m_cProfile, sizeof(m_cProfile));
strcpy(m_cProfile, "__________");
ZeroMemory(m_cCharName, sizeof(m_cCharName));
ZeroMemory(m_cAccountName, sizeof(m_cAccountName));
ZeroMemory(m_cAccountPassword, sizeof(m_cAccountPassword));
ZeroMemory(m_cGuildName, sizeof(m_cGuildName));
ZeroMemory(m_cLocation, sizeof(m_cLocation));
strcpy(m_cLocation, "NONE");
m_iGuildRank = -1;
m_iGuildGUID = -1;
m_bIsInitComplete = FALSE;
//m_cLU_Str = m_cLU_Int = m_cLU_Vit = m_cLU_Dex = m_cLU_Mag = m_cLU_Char = 0;
m_iLU_Pool = 0;
m_cAura = 0;
// v1.432 사용하지 않는다.
//m_iHitRatio_ItemEffect_SM = 0;
//m_iHitRatio_ItemEffect_L = 0;
m_cVar = 0;
m_iEnemyKillCount = 0;
m_iPKCount = 0;
m_iRewardGold = 0;
m_iCurWeightLoad = 0;
m_dwLogoutHackCheck = 0;
// Charges
m_iAddTransMana = 0;
m_iAddChargeCritical = 0;
m_bIsSafeAttackMode = FALSE;
// 아이템 장착 상태 초기화한 후 설정한다.
for (i = 0; i < DEF_MAXITEMEQUIPPOS; i++)
m_sItemEquipmentStatus[i] = -1;
// 아이템 리스트 초기화
for (i = 0; i < DEF_MAXITEMS; i++) {
m_pItemList[i] = NULL;
m_ItemPosList[i].x = 40;
m_ItemPosList[i].y = 30;
m_bIsItemEquipped[i] = FALSE;
}
m_cArrowIndex = -1; // 화살 아이템 인덱스는 할당되지 않은 상태
// 맡겨논 아이템 리스트 초기화.
for (i = 0; i < DEF_MAXBANKITEMS; i++) {
m_pItemInBankList[i] = NULL;
}
// Magic - Skill 숙련도 리스트 초기화
for (i = 0; i < DEF_MAXMAGICTYPE; i++)
m_cMagicMastery[i] = NULL;
for (i = 0; i < DEF_MAXSKILLTYPE; i++)
m_cSkillMastery[i] = NULL;
for (i = 0; i < DEF_MAXSKILLTYPE; i++) {
m_bSkillUsingStatus[i] = FALSE;
m_iSkillUsingTimeID[i] = NULL;
}
// testcode
m_cMapIndex = -1;
m_sX = -1;
m_sY = -1;
m_cDir = 5;
m_sType = 0;
m_sOriginalType = 0;
m_sAppr1 = 0;
m_sAppr2 = 0;
m_sAppr3 = 0;
m_sAppr4 = 0;
m_iApprColor = 0; // v1.4
m_iStatus = 0;
m_cSex = 0;
m_cSkin = 0;
m_cHairStyle = 0;
m_cHairColor = 0;
m_cUnderwear = 0;
m_cAttackDiceThrow_SM = 0; // 공격치 주사위 던지는 회수 @@@@@@@@@@@@@
m_cAttackDiceRange_SM = 0;
m_cAttackDiceThrow_L = 0; // 공격치 주사위 던지는 회수 @@@@@@@@@@@@@
m_cAttackDiceRange_L = 0;
m_cAttackBonus_SM = 0;
m_cAttackBonus_L = 0;
// 플레이어의 소속 마을에 따라서 사이드가 결정되며 이것을 보고 NPC가 공격여부를 결정할 것이다.
m_cSide = 0;
m_iHitRatio = 0;
m_iDefenseRatio = 0;
for (i = 0; i < DEF_MAXITEMEQUIPPOS; i++) m_iDamageAbsorption_Armor[i] = 0;
m_iDamageAbsorption_Shield = 0;
m_iHPstock = 0;
m_bIsKilled = FALSE;
for (i = 0; i < DEF_MAXMAGICEFFECTS; i++)
m_cMagicEffectStatus[i] = 0;
m_iWhisperPlayerIndex = -1;
ZeroMemory(m_cWhisperPlayerName, sizeof(m_cWhisperPlayerName));
m_iHungerStatus = 100; // 최대값은 100
m_bIsWarLocation = FALSE;
m_bIsPoisoned = FALSE;
m_iPoisonLevel = NULL;
m_iAdminUserLevel = 0;
m_iRating = 0;
m_iTimeLeft_ShutUp = 0;
m_iTimeLeft_Rating = 0;
m_iTimeLeft_ForceRecall = 0;
m_iTimeLeft_FirmStaminar = 0;
m_iRecentWalkTime = 0;
m_iRecentRunTime = 0;
m_sV1 = 0;
m_bIsOnServerChange = FALSE;
m_bInhibition = FALSE;
m_iExpStock = 0;
m_iAllocatedFish = NULL;
m_iFishChance = 0;
ZeroMemory(m_cIPaddress, sizeof(m_cIPaddress));
m_bIsOnWaitingProcess = FALSE;
m_iSuperAttackLeft = 0;
m_iSuperAttackCount = 0;
m_sUsingWeaponSkill = 5; // 기본적으로 맨손격투
m_iManaSaveRatio = 0;
m_iAddResistMagic = 0;
m_iAddPhysicalDamage = 0;
m_iAddMagicalDamage = 0;
m_bIsLuckyEffect = FALSE;
m_iSideEffect_MaxHPdown = 0;
m_iAddAbsAir = 0; // 속성별 대미지 흡수
m_iAddAbsEarth = 0;
m_iAddAbsFire = 0;
m_iAddAbsWater = 0;
m_iComboAttackCount = 0;
m_iDownSkillIndex = -1;
m_bInRecallImpossibleMap = 0;
m_iMagicDamageSaveItemIndex = -1;
m_sCharIDnum1 = m_sCharIDnum2 = m_sCharIDnum3 = 0;
// New 06/05/2004
m_iPartyID = 0;
m_iPartyStatus = 0;
m_iReqJoinPartyClientH = 0;
ZeroMemory(m_cReqJoinPartyName,sizeof(m_cReqJoinPartyName));
/*m_iPartyRank = -1; // v1.42
m_iPartyMemberCount = 0;
m_iPartyGUID = 0;
for (i = 0; i < DEF_MAXPARTYMEMBERS; i++) {
m_stPartyMemberName[i].iIndex = 0;
ZeroMemory(m_stPartyMemberName[i].cName, sizeof(m_stPartyMemberName[i].cName));
}*/
m_iAbuseCount = 0;
m_bIsBWMonitor = FALSE;
m_bIsExchangeMode = FALSE;
//hbest
isForceSet = FALSE;
// v1.4311-3 추가 변수 초기화 사투장 예약 관련 변수
m_iFightZoneTicketNumber = m_iFightzoneNumber = m_iReserveTime = 0 ;
m_iPenaltyBlockYear = m_iPenaltyBlockMonth = m_iPenaltyBlockDay = 0; // v1.4
m_iExchangeH = NULL; // 교환할 대상의 인덱스
ZeroMemory(m_cExchangeName, sizeof(m_cExchangeName)); // 교환할 대상의 이름
ZeroMemory(m_cExchangeItemName, sizeof(m_cExchangeItemName)); // 교환할 아이템 이름
for(i=0; i<4; i++){
m_cExchangeItemIndex[i] = -1;
m_iExchangeItemAmount[i] = 0;
}
m_bIsExchangeConfirm = FALSE;
m_iQuest = NULL; // 현재 할당된 Quest
m_iQuestID = NULL; // QuestID
m_iAskedQuest = NULL; // 물어본 퀘스트
m_iCurQuestCount = NULL; // 현재 퀘스트 상태
m_iQuestRewardType = NULL; // 퀘스트 해결시 상품 종류 -> 아이템의 ID값이다.
m_iQuestRewardAmount = NULL; // 상품 갯수
m_iContribution = NULL; // 공헌도
m_bQuestMatchFlag_Loc = FALSE; // 퀘스트 장소 확인용 플래그.
m_bIsQuestCompleted = FALSE;
m_cHeroArmourBonus = 0;
m_bIsNeutral = FALSE;
m_bIsObserverMode = FALSE;
// 2000.8.1 이벤트 상품 수여 확인용
m_iSpecialEventID = 200081;
m_iSpecialWeaponEffectType = 0; // 희귀 아이템 효과 종류: 0-None 1-필살기대미지추가 2-중독효과 3-정의의 4-저주의
m_iSpecialWeaponEffectValue = 0; // 희귀 아이템 효과 값
m_iAddHP = m_iAddSP = m_iAddMP = 0;
m_iAddAR = m_iAddPR = m_iAddDR = 0;
m_iAddAbsPD = m_iAddAbsMD = 0;
m_iAddCD = m_iAddExp = m_iAddGold = 0;
m_iSpecialAbilityTime = DEF_SPECABLTYTIMESEC; // DEF_SPECABLTYTIMESEC 초마다 한번씩 특수 능력을 쓸 수 있다.
m_iSpecialAbilityType = NULL;
m_bIsSpecialAbilityEnabled = FALSE;
m_iSpecialAbilityLastSec = 0;
m_iSpecialAbilityEquipPos = 0;
m_iMoveMsgRecvCount = 0;
m_iAttackMsgRecvCount = 0;
m_iRunMsgRecvCount = 0;
m_iSkillMsgRecvCount = 0;
m_bIsAdminCommandEnabled = FALSE;
m_iAlterItemDropIndex = -1;
m_iAutoExpAmount = 0;
m_iWarContribution = 0;
m_dwMoveLAT = m_dwRunLAT = m_dwAttackLAT = 0;
m_dwInitCCTimeRcv = 0;
m_dwInitCCTime = 0;
ZeroMemory(m_cLockedMapName, sizeof(m_cLockedMapName));
strcpy(m_cLockedMapName, "NONE");
m_iLockedMapTime = NULL;
m_iCrusadeDuty = NULL;
m_dwCrusadeGUID = NULL;
m_dwHeldenianGUID = NULL;
for (i = 0; i < DEF_MAXCRUSADESTRUCTURES; i++) {
m_stCrusadeStructureInfo[i].cType = NULL;
m_stCrusadeStructureInfo[i].cSide = NULL;
m_stCrusadeStructureInfo[i].sX = NULL;
m_stCrusadeStructureInfo[i].sY = NULL;
}
m_iCSIsendPoint = NULL;
m_bIsSendingMapStatus = FALSE;
ZeroMemory(m_cSendingMapName, sizeof(m_cSendingMapName));
m_iConstructionPoint = NULL;
ZeroMemory(m_cConstructMapName, sizeof(m_cConstructMapName));
m_iConstructLocX = m_iConstructLocY = -1;
m_bIsAdminOrderGoto = FALSE;
m_bIsInsideWarehouse = FALSE;
m_bIsInsideWizardTower = FALSE;
m_bIsInsideOwnTown = FALSE;
m_bIsCheckingWhisperPlayer = FALSE;
m_bIsOwnLocation = FALSE;
m_pIsProcessingAllowed = FALSE;
m_cHeroArmorBonus = 0;
m_bIsBeingResurrected = FALSE;
m_bMagicConfirm = FALSE;
m_bMagicItem = FALSE;
m_iSpellCount = 0;
m_bMagicPauseTime = FALSE;
}
CClient::~CClient()
{
int i;
if (m_pXSock != NULL) delete m_pXSock;
for (i = 0; i < DEF_MAXITEMS; i++)
if (m_pItemList[i] != NULL) {
delete m_pItemList[i];
m_pItemList[i] = NULL;
}
for(i = 0; i < DEF_MAXBANKITEMS; i++)
if (m_pItemInBankList[i] != NULL) {
delete m_pItemInBankList[i];
m_pItemInBankList[i]=NULL;
}
}
BOOL CClient::bCreateNewParty()
{
int i;
if (m_iPartyRank != -1) return FALSE;
m_iPartyRank = 0;
m_iPartyMemberCount = 0;
m_iPartyGUID = (rand() % 999999) + timeGetTime();
for (i = 0; i < DEF_MAXPARTYMEMBERS; i++) {
m_stPartyMemberName[i].iIndex = 0;
ZeroMemory(m_stPartyMemberName[i].cName, sizeof(m_stPartyMemberName[i].cName));
}
return TRUE;
}