#ifndef _DB_ROLE_DATA_H_ #define _DB_ROLE_DATA_H_ #include "common.h" #include "common/datalist.h" #include "common/property_set.h" #define MAX_FUWEN 8 #define MAX_WING_PILL 2 //翅膀提升丹种类 #pragma pack(push,1) using namespace SrvDef; //tolua_begin struct SkillsData { int skill_level[5]; }; struct YuanShenData { bool slot_filled[6]; }; enum EquipSlotType { EquipSlotType_Weapon = 0,//武器 EquipSlotType_Helmet,//1.头盔 EquipSlotType_Coat,//2.衣服 EquipSlotType_Necklace,//3.项链 EquipSlotType_Wrist,//4.护腕 EquipSlotType_Belt,//5.腰带 EquipSlotType_Ring,//6.戒指 EquipSlotType_Shoes,//7.鞋子 EquipSlotType_Dzi, //8.官印 EquipSlotType_Hats, //9.斗笠 EquipSlotType_Mark, //10.面甲 EquipSlotType_Cloak, //11.披风 EquipSlotType_Shield, //12.盾牌 EquipSlotType_Max, }; enum WingSlotType { WingSlotType_Hub = 0, WingSlotType_Stone, WingSlotType_Feathers, WingSlotType_Colorplume, WingSlotType_Max, }; struct EquipSlotData { int strength_lv; //强化等级 int fuling_lv; //附灵等级 int gem_lv; //宝石等级 ItemData equip_data; int zhuling_lv; //注灵等级 int soul_lv; //魔魂等级(1-8部位表示至尊等级,9-12表示魔魂等级) int bless_lv; //祝福等级(开光)(暂没用到) int fuling_exp; //附灵经验 }; struct EquipsData { EquipSlotData slot_data[EquipSlotType_Max]; }; struct ExRingsData { int ring_level[4]; }; struct WingsData { int level; //int star_lv; int exp; int openStatus; unsigned int ctime;//清空时间 short pill[MAX_WING_PILL]; }; struct WingsEquip { EquipSlotData wing_slot[WingSlotType_Max]; }; //经脉系统数据 struct JingMaiData { int level; int stage; }; struct SkillsBreakData { int skill_break_level[5]; }; //龙魂数据 struct LoogsoulData { int stage; int level; int exp; char act; }; struct ShieldData { int stage; int level; int exp; char act; }; struct XueyuData { int stage; int level; int exp; char act; }; struct FuWenData { ItemData fuwen_slot[MAX_FUWEN]; }; #define HEIRLOOM_TYPE_MAX 8 //传世装备最大部位数量 //修改RoleData的话,要通知客户端修改同步RoleData的协议! struct RoleData { int id; int job; int sex; double power; SkillsData skills; SkillsBreakData skillbreaks; int yuanshen_level; YuanShenData yuanshen_data; EquipsData equips_data; ExRingsData ex_rings; WingsData wings; //WingsEquip wingequips_data; JingMaiData jingmai_data; LoogsoulData loogsoul_data; //ShieldData shield_data; //XueyuData xueyu_data; FuWenData fuwen_data; int heirloom[HEIRLOOM_TYPE_MAX]; int weapon_soul_id;//当前使用的兵魂ID }; struct RoleDatas { int role_count; RoleData roles[3]; RoleDatas() { memset(this, 0, sizeof(RoleDatas)); } }; //tolua_end #pragma pack(pop) #endif