Drachenseelensystem entfernen (2/3): DS-Code aus gemeinsam genutzten Dateien entfernen
Zweiter Schritt der vollstaendigen Entfernung des Drachenseelensystems (Kernsystem + Alchemie/Refine, per Nutzerentscheidung komplett raus, Drachenseelen sollen ueberhaupt nicht mehr aktivierbar sein). Entfernt alle DragonSoul_*/DSManager-Aufrufe, ITEM_DS/ITEM_SPECIAL_DS/ ITEM_EXTRACT-Handling, das Drachenseelen-Inventar (pDSItems/wDSItemGrid), Deck-Aktivierung, den Refine-Netzwerkpfad (HEADER_CG_DRAGON_SOUL_REFINE), den GM-Befehl /dragon_soul sowie alle Aufrufstellen in char_item.cpp, item.cpp, exchange.cpp, shop(Ex).cpp, input_db.cpp, input_main.cpp, cmd(_gm).cpp. Sicherheitsprinzip beachtet: numerische Enum-Werte, von denen andere, bleibende Slot-Bereiche relativ abhaengen (v.a. BELT_INVENTORY_SLOT_START via DRAGON_SOUL_EQUIP_SLOT_*, sowie EItemTypes' ITEM_DS/ITEM_SPECIAL_DS/ ITEM_EXTRACT vor ITEM_SECONDARY_COIN/RING/BELT), wurden bewusst NICHT entfernt oder neu nummeriert, um Item-Positionen/-Typen bestehender Spieler-Datenbankeintraege nicht stillschweigend zu verschieben - nur der Code, der sie fuer Drachenseelen benutzt hat, wurde entfernt.
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@@ -22,15 +22,9 @@ enum EItemMisc
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const BYTE ITEM_SOCKET_REMAIN_SEC = 0;
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enum EItemValueIdice
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{
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ITEM_VALUE_DRAGON_SOUL_POLL_OUT_BONUS_IDX = 0,
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ITEM_VALUE_CHARGING_AMOUNT_IDX = 0,
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ITEM_VALUE_SECONDARY_COIN_UNIT_IDX = 0,
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};
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enum EItemDragonSoulSockets
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{
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ITEM_SOCKET_DRAGON_SOUL_ACTIVE_IDX = 2,
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ITEM_SOCKET_CHARGING_AMOUNT_IDX = 2,
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};
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// 헐 이거 미친거 아니야?
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// 나중에 소켓 확장하면 어쩌려고 이지랄 -_-;;;
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enum EItemUniqueSockets
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@@ -127,33 +121,6 @@ enum EDragonSoulSubType
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DS_SLOT_MAX,
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};
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enum EDragonSoulGradeTypes
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{
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DRAGON_SOUL_GRADE_NORMAL,
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DRAGON_SOUL_GRADE_BRILLIANT,
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DRAGON_SOUL_GRADE_RARE,
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DRAGON_SOUL_GRADE_ANCIENT,
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DRAGON_SOUL_GRADE_LEGENDARY,
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DRAGON_SOUL_GRADE_MAX,
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};
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enum EDragonSoulStepTypes
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{
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DRAGON_SOUL_STEP_LOWEST,
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DRAGON_SOUL_STEP_LOW,
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DRAGON_SOUL_STEP_MID,
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DRAGON_SOUL_STEP_HIGH,
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DRAGON_SOUL_STEP_HIGHEST,
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DRAGON_SOUL_STEP_MAX,
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};
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#define DRAGON_SOUL_STRENGTH_MAX 7
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enum EDSInventoryMaxNum
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{
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DRAGON_SOUL_INVENTORY_MAX_NUM = DS_SLOT_MAX * DRAGON_SOUL_GRADE_MAX * DRAGON_SOUL_BOX_SIZE,
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};
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enum EFishSubTypes
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{
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FISH_ALIVE,
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@@ -219,12 +186,6 @@ enum EUseSubTypes
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USE_PUT_INTO_RING_SOCKET, // 30 반지 소켓에 사용할 수 있는 아이템 (유니크 반지 말고, 새로 추가된 반지 슬롯)
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};
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enum EExtractSubTypes
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{
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EXTRACT_DRAGON_SOUL,
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EXTRACT_DRAGON_HEART,
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};
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enum EAutoUseSubTypes
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{
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AUTOUSE_POTION,
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@@ -56,10 +56,6 @@ enum EMisc
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MOB_SKILL_MAX_NUM = 5,
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POINT_MAX_NUM = 255,
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DRAGON_SOUL_BOX_SIZE = 32,
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DRAGON_SOUL_BOX_COLUMN_NUM = 8,
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DRAGON_SOUL_BOX_ROW_NUM = DRAGON_SOUL_BOX_SIZE / DRAGON_SOUL_BOX_COLUMN_NUM,
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DRAGON_SOUL_REFINE_GRID_SIZE = 15,
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MAX_AMOUNT_OF_MALL_BONUS = 20,
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WEAR_MAX_NUM = 32,
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@@ -141,8 +137,6 @@ enum EWearPositions
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enum EDragonSoulDeckType
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{
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DRAGON_SOUL_DECK_0,
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DRAGON_SOUL_DECK_1,
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DRAGON_SOUL_DECK_MAX_NUM = 2,
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DRAGON_SOUL_DECK_RESERVED_MAX_NUM = 3, // NOTE: 중요! 아직 사용중이진 않지만, 3페이지 분량을 예약 해 둠. DS DECK을 늘릴 경우 반드시 그 수만큼 RESERVED에서 차감해야 함!
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@@ -732,8 +726,6 @@ typedef struct SItemPos
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case EQUIPMENT:
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case BELT_INVENTORY:
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return cell < INVENTORY_AND_EQUIP_SLOT_MAX;
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case DRAGON_SOUL_INVENTORY:
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return cell < (DRAGON_SOUL_INVENTORY_MAX_NUM);
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// 동적으로 크기가 정해지는 window는 valid 체크를 할 수가 없다.
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case SAFEBOX:
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case MALL:
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