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mir_server/Gateway/common/db/role_data.h
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2025-01-09 17:45:40 +08:00

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#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