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