Is top define.h

Discussion in 'C Programming' started by Martin Michael Musatov, Jul 11, 2012.

  1. #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¿¸ÇµåÀÏ°æ¿ì wParam°ªÀº TRUE·Î ¼¼ÆõȴÙ.
    #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 // È°°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 //äÆÃÆ˾÷â.
    #define _WNDIMGINDX_MSGBOX1 254
    #define _WNDIMGINDX_MSGBOX2 255
    #define _WNDIMGIDX_NPCCHAT 300 //NPC´ëȭâ
    #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 ¹öÆ° 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 // ¸¶¹ýÈ°¼º»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 // Ž±âÆÄ¿¬.
    #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¡ÇÁÇؼ­Ä¡±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 // È渶¹ý»ç. (¸¶¹ý(½ÃÀü))
    #define _MONMAGIC_BLACK2 103 // È渶¹ý»ç. (¸¶¹ý(¸¶¹ý))
    #define _MONMAGIC_DIE 104 // È渶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 // ÀÏ°³¹Ì°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.
    ½ºÆ絿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.
    ////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Æȱâ
    #define CM_MERCHANTQUERYSELLPRICE 1012 // Æȱ⠹°°ÇÀ» ¿Ã·Á ³õÀ» °æ¿ì °
    ¡°ÝÀ» ¾ò´Â´Ù.
    // º¯°æÇÒ ÇÊ¿ä°¡ ÀÖÀ½ (°ú°Å: Æȹ°°ÇÀÇ °¡°Ý¸¸ Ç¥½Ã, ÇöÀç:
    Æȸ®´Â ¹°°ÇÀÇ °¢°Ü ¸ðµÎÇ¥½Ã)
    #define CM_USERSELLITEM 1013 // Æȱ⠹öÆ°À» ´­·ÈÀ» °æ¿ì (°ú±â: Æȹ°
    °Ç¸¸ Çϳª¸¸ º¸³¿, ÇöÀç: Æȹ°°Ç ¸ðµÎ º¸³¿
    ////////////////////////////////////////////////////////////////////////////////////////////////////////
    // »ç±â
    #define CM_USERBUYITEM 1014 // »ç±â ¹öÆ°À» ´­·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 ¹öÆ°À» ´­·¶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 ¹öÆ°(ÅؽºÆ® ¹öÆ°
    ¾Æ´Ô)À» ´­·¶À» °æ¿ì º¸³»¾îÁø´Ù.
    #define CM_USERTAKEBACKSTORAGEITEM 1032 // »ç¿ëÀÚ°¡ ã´Â´Ù ¹öÆ°(ÅؽºÆ®
    ¹öÆ° 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 ¹öÆ°À» ´­·¶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®Æĵ¿¸ÍÀ» ÇßÀ» °æ¿ì
    #define CM_GUILDBREAKALLY 1045 // »ç¿ëÀÚ°¡ ¹®Æĵ¿¸ÍÆı⸦ 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
    Martin Michael Musatov, Jul 11, 2012
    #1
    1. Advertising

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