74 lines
3.0 KiB
C
74 lines
3.0 KiB
C
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#pragma once
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#pragma pack(push,4)
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/*
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玩家需要存盘的数据结构体
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*/
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#define MAX_ACHIEVE_ID_SIZE 64 //成就的最大ID
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#define MAX_ACHIEVE_DATA_SIZE 750 //成就的最大的BYTE数量
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#define MAX_ACHIEVE_EVENT_DATA_SIZE 256 //成就事件最大的BYTE 数量
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#define MAX_TITLE_DATA_SIZE 32 //称号的存储的BYTE数量
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#define QUESTBTYE 256
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//这个是和db通信的包
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typedef struct tagActorDbData:
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public ENTITYDATA,
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public ACTORDBPARTDATA
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{
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unsigned nLevel ; //等级
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ACTORNAME name; //名字
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unsigned nFbHandle; //副本的句柄,如果是0表示是普通的场景
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unsigned nScenceID; //场景id
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unsigned nHp; //当前的血
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unsigned nMp; //当前的魔
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unsigned nEnterFbScenceID;
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int nEnterFbPos; //X 和y放在了一起
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char quest[QUESTBTYE]; //任务的数据
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unsigned int nCreateTime ; //创建的时间
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unsigned long long lLastLoginIp ; //上次登录的ip
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unsigned int nLastLoginTime; //上次登录时间
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unsigned int nLastLogoutTime ; //上次的下线时间,这个表示上次在逻辑服务器的下线时间,minidate格式
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unsigned int nDeport2ExpiredTime;
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unsigned int nDeport3ExpiredTime; //仓库3的过期时间
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unsigned int nDeport4ExpiredTime; //仓库4的过期时间
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ACCOUNT accountName; //账户名字
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char sGuildname[32]; //行会名字(只保存方便查询,不读)
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int nActorDir; //方向,以及其他的一些信息,复用
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unsigned int nAccountId; //账户的ID
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char achieveFinishState[MAX_ACHIEVE_DATA_SIZE]; //成就的完成状态
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char achieveEventData[MAX_ACHIEVE_DATA_SIZE]; //成就事件的完成状态
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char titles[MAX_TITLE_DATA_SIZE]; //称号数据
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long long csrevivepoint; //普通场景的复活点,是场景id,x,y的组合
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long long fbrevivepoint; //副本场景的复活点,是场景id,x,y的组合
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long long cityrevivepoint; //城镇的复活点,是场景id,x,y的组合
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unsigned int nExpToday; //角色今天获取的经验的数量
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unsigned int nZyContrToday; //今天获得的阵营贡献值
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unsigned int nFashionBattle; //时装战力(元宝的第1次的种植的数据)
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int nAlmirahLv; // 衣橱等级
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unsigned int nEquipScore; //玩家的装备的总分
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unsigned int nConsumeYb; //消费的gm
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int nSwingLevel; //翅膀档次
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int nSwingId; //翅膀id
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int nLoginDays; //登陆的天数
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//////////////////////////////////////////////////////////////////////////
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// 存DB,不用下发给客户端。不作为玩家属性
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int nLastLoginServerId; // 玩家最后一次登录的服务器Id.
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int nSalary; //工资点【高16位保存上周工资点|低16为保存本周工资点】
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int nOffice;
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int nDepotCoin;
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int nPlayerMaxAttack; //玩家最大攻击力
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int nShutUpTime; //禁言时间
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int nNextChangeVocTime;//下次可转职的时间戳
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int nOldSrvId;//原区服id
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tagActorDbData()
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{
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memset(this,0,sizeof(tagActorDbData));
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}
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}ACTORDBDATA,*PACTORDBDATA;
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#pragma pack(pop)
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