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mir_server/Gateway/common/db/fight_data.h

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2025-01-09 17:45:40 +08:00
#ifndef _DB_FIGHT_H_
#define _DB_FIGHT_H_
#include "common.h"
#include "skill_data.h"
#include "common/datalist.h"
#define MAX_DB_SKILL 16
#define MAX_FIGHT_DATA 1000
#define FIGHT_PER_PAGE 15
#define MAX_FIGHT_LOG 50
#pragma pack(push, 1)
struct FightDBData
{
ActorId aid_;
ACTORNAME name_;
int serverid_;
int sex_;
int job_;
int fight_value_;
int gid_; // <20><><EFBFBD>ڰ<EFBFBD><DAB0>ɵ<EFBFBD>ID
int weapon_; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int wing_; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int props_[P_MAX_CREATURE]; //һ<><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><D4BC><EFBFBD>
int hair_;
int sprite_; //<2F><><EFBFBD><EFBFBD>
int social_; //<2F><><EFBFBD><EFBFBD>ְλ
int guild_level_; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//<2F><><EFBFBD><EFBFBD>ȫ<EFBFBD><C8AB><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD>props<70><73>
//int level_;
//int icon_;
//int model_;
//int max_hp_;
//int max_mp_;
//int speed_;
//int out_attack_;
//int out_defence_;
//int in_attack_;
//int in_defence_;
//int all_attack_;
//int sub_def_;
//int baoji_;
//int shanbi_;
//int hit_rate_;
//int attack_append_;
//float hp_renew_;
//float mp_renew_;
//int attack_speed_;
//int in_attack_damage_add_;
//int out_attack_damage_add_;
//int lilian_; // <20><><EFBFBD>ڻ<EFBFBD><DABB>õ<EFBFBD><C3B5><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD>)
int skill_cnt_; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
BaseSkillData skills_[MAX_DB_SKILL]; // <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>(<28><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>)
int other_skill_cnt_; //<2F><><EFBFBD><EFBFBD>ϵͳ<CFB5><CDB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
BaseSkillData other_skills_[MAX_DB_SKILL]; //<2F><><EFBFBD><EFBFBD>ϵͳ<CFB5>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD>б<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><><D6BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
int nIndex; //<2F><>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
int prev_index; // <20>ϴε<CFB4><CEB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD>ƣ<EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD>賿<EFBFBD><E8B3BF>¼
int attack_type_; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int init_data_; // <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
FightDBData()
{
wing_ = 0;
hair_ = 0;
sprite_ = 0;
skill_cnt_ = 0;
other_skill_cnt_ = 0;
attack_type_ = 1;
weapon_ = 0;
social_ = 0;
guild_level_ = 0;
memset(props_, 0, sizeof(props_));
prev_index = 1000000;
}
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int GetTrend()
{
if (nIndex > prev_index)
return 0;
else if (nIndex < prev_index)
return 2;
return 1;
}
};
// <20><>ս<EFBFBD><D5BD><EFBFBD>ҵ<EFBFBD><D2B5><EFBFBD><EFBFBD><EFBFBD>
struct FightActorData
{
ActorId id_;
int rank_; // <20><>ս<EFBFBD><D5BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int serverid_;
int sex_;
int job_;
int level_;
ACTORNAME name_;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ս<EFBFBD><D5BD>¼
struct FightLogData
{
unsigned int time_; // ʱ<><CAB1>
FightActorData aid1_; // <20><>ս<EFBFBD><D5BD><EFBFBD><EFBFBD>
FightActorData aid2_; // <20><><EFBFBD><EFBFBD>ս<EFBFBD><D5BD><EFBFBD><EFBFBD>
int result_; // <20><>ս<EFBFBD><D5BD><EFBFBD><EFBFBD>
};
// <20><><EFBFBD>˶<EFBFBD>ս<EFBFBD><D5BD>¼
struct FightLog
{
int date_;
int type_;
int result_;
int rank_; // <20><>ս<EFBFBD><D5BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int enemyid_;
int encamp_;
int ensex_;
int enjob_;
int enlevel_;
ACTORNAME enname_;
};
// <20><><EFBFBD><EFBFBD><EFBCBC><EFBFBD><EFBFBD>Ϣ
struct FightPetSkill
{
int skillId_; // <20><><EFBFBD><EFBFBD>id
int level_;
};
struct FightPetData
{
int title_; //
int mid_; // <20><><EFBFBD><EFBFBD>ID
int level_;
//int name_rgb_;
};
#pragma pack(pop)
#endif