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📄 datatypes.h.svn-base

📁 ROSE的源代码。了解的自己研究,编译通过
💻 SVN-BASE
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    int value3;
};

// -----------------------------------------------------------------------------------------
// For store the Buff info
// -----------------------------------------------------------------------------------------
struct CPSkill
{
    int buff[3];//Buff type
    int value1[3];    
    int value2[3];
};

// -----------------------------------------------------------------------------------------
// For store the clan info
// -----------------------------------------------------------------------------------------
struct SClan
{
    int id;
    int logo;
    int back;
    int grade;
    int cp;  
    char name[50];
    char slogan[100];
    char news[200];
};

// -----------------------------------------------------------------------------------------
// A 2d point, for positions
// -----------------------------------------------------------------------------------------
struct fPoint {
	float x;
	float y;
	float z; // Unused?
};

// -----------------------------------------------------------------------------------------
// GM Respawn Mobs  (50 points max)
// -----------------------------------------------------------------------------------------
struct CRespawnPoints
{
    int d;//flag to duplicate
    int b;//flag to store
    int n;//num points
    int min;//mob min    
    int max;//mob max
    int map;//map
    int mobID;//mob id
    int respawntime;//respawn time
    fPoint points[50];//points
};

// -----------------------------------------------------------------------------------------
// An item that a client owns
// -----------------------------------------------------------------------------------------
struct CItem {
	unsigned		itemnum;
	UINT	itemtype;
	UINT	refine;
	UINT	lifespan;
	UINT	durability;
	bool			socketed;
	bool			appraised;
	int				count;
	UINT 	stats;
	UINT    gem;
	UINT    durabLeft;
};

// -----------------------------------------------------------------------------------------
// Selling / buying items
// -----------------------------------------------------------------------------------------
struct BSItem {
    int slot;
    int count;
    long int price;
    int head;
    int data;
};

// -----------------------------------------------------------------------------------------
// A typical npc
// -----------------------------------------------------------------------------------------
struct CNPC {
	unsigned short clientid;
	fPoint pos;
	float dir;
	unsigned char posMap;
	unsigned npctype;
	CNPCData* thisnpc;
	unsigned dialog;
	unsigned event;    	
};

// Item data object
struct CItemData
{
	unsigned type;
	unsigned id;
};

// Structure for holding loaded STB data
struct CSTBData {
	unsigned rowcount;
	unsigned fieldcount;
	int** rows;
};

// -----------------------------------------------------------------------------------------
// Skill Data
// -----------------------------------------------------------------------------------------
struct CSkills {        
    UINT id;
    UINT level;
    UINT type;
    UINT range;
    UINT target;
    UINT duration;
    UINT atkpower;
    UINT mp;
    UINT weapon[5];
    UINT rskill[3];
    UINT lskill[3];
    UINT c_class[4];
    UINT clevel;
    UINT success;
    UINT sp;
    UINT buff[3];
    UINT value1[3];
    UINT value2[3];
    UINT nbuffs;
    unsigned short int aoe;
    UINT aoeradius;
    UINT script;
    UINT svalue1;
};

// -----------------------------------------------------------------------------------------
// Sell data object
// -----------------------------------------------------------------------------------------
struct CSellData
{
	unsigned id;
	CItem items[48];
};

// -----------------------------------------------------------------------------------------
// User skill info
// -----------------------------------------------------------------------------------------
struct CSkill
{
	unsigned id;
	unsigned level;
	CSkills* thisskill;
};

// -----------------------------------------------------------------------------------------
// Quest structure
// -----------------------------------------------------------------------------------------
struct CQuest
{
    int id;
    unsigned long int finalid;
    unsigned long int itemid[10];
    UINT QVoffset; //LMA
    UINT QVvalue; //LMA
    BYTE startItems[10];    
    unsigned long int questid;  
    int mobs[10];
    int items[10];    
    int numitems[10];    
    int Itemreward[10];         
    int ItemType[10];
    int CountItem[10];
    int CItem[5];
    int ZulieReward;
    int ExpReward;
    int script;
    UINT value1;
    UINT value2;
    UINT value3;
};

// -----------------------------------------------------------------------------------------
// An item or zuly dropped on the ground
// -----------------------------------------------------------------------------------------
struct CDrop
{
	unsigned short clientid;
	unsigned char posMap;
	fPoint pos;
	char type;
	unsigned amount;
	CItem item;
	time_t droptime;
	unsigned short owner;
    class CParty* thisparty;
};

// -----------------------------------------------------------------------------------------
// pvp zones
// -----------------------------------------------------------------------------------------
struct CPVPZones
{
    int map;
};
// -----------------------------------------------------------------------------------------
// A teleport gate object
// -----------------------------------------------------------------------------------------
struct CTeleGate
{
	unsigned short id;
	fPoint dest;
	unsigned char destMap;
};

// -----------------------------------------------------------------------------------------
// A respawn point object
// -----------------------------------------------------------------------------------------
struct CRespawnPoint
{
	unsigned short id;
	fPoint dest;
	unsigned char destMap;
	unsigned char radius;
	bool masterdest;
};

// -----------------------------------------------------------------------------------------
// A monster spawn zone
// -----------------------------------------------------------------------------------------
struct CSpawnArea
{
	UINT id;
	UINT map;
	UINT min;
	UINT max;
	UINT respawntime;
	UINT montype;
	UINT pcount;
	UINT amon;
	fPoint* points;
	clock_t lastRespawnTime;
	CNPCData* thisnpc;	
	CMDrops* mobdrop;
	CMDrops* mapdrop;
};

struct CUseInfo
{
    int itemnum;
    int itemtype;
    int usescript;
    int usetype;
    int usevalue;   
};

struct CItemType             
{
    int itemnum;
    int itemtype;
    int probability;
};

struct CItemSlot
{
    UINT newslot[2];
    UINT nslot;
    bool flag;
};

// Buying List (Shop)
struct CBuying
{
    CItem item;
    long int price;
    UINT slot;    
    UINT count;    
};

// Selling List (Shop)
struct CSelling
{
    UINT slot;
    UINT count;
    long int price;
};

// MONSTER <---------------------------
struct MPosition // Monster position
{        
    UINT Map;
    UINT SpawnID;
    fPoint Spos; // Start position
    fPoint Cpos; // Current Position
    fPoint Dpos; // destiny  Position
};

struct MDrop    // monster drops
{
    bool drop; 
    unsigned int firsthit;
    unsigned int firstlevel;
	CMDrops* mobdrop;
	CMDrops* mapdrop;        
};

struct CBValue
{
    UINT NewValue;
    UINT Value;
    UINT Position;
};


// ITEMS
struct CEquipList
{
    CEquip *Index[5000];
    vector<CEquip*> Data;
    CEquip* nullequip;
};

struct CJemList
{
    CJemData *Index[4000];
    vector<CJemData*> Data;
    CJemData* nulljem;
};

struct CNaturalList
{
    CNaturalData *Index[1000];
    vector<CNaturalData*> Data;
    CNaturalData* nullnatural;
};

struct CPatList
{
    CPatData *Index[1000];    
    vector<CPatData*> Data;
    CPatData* nullpat;
};

struct CProductList
{
    CProductData* Index[2000];
    vector<CProductData*> Data;
    CProductData* nullproduct;
};

struct CSellList
{
    CCSellData* Index[1000];
    vector<CCSellData*> Data;
    CCSellData* nullsell;
};

struct CUseList
{
    CUseData* Index[2000];
    vector<CUseData*> Data;
    CUseData* nulluse;
};

struct CMapList
{
    class CMap* Index[300];
    vector<class CMap*> Map;
    class CMap* nullzone;
};

struct CItemStas
{
  UINT stat[2];
  UINT value[2];  
};

struct CFairy
{
    UINT ListIndex;
	clock_t LastTime;
    UINT WaitTime; 
    bool assigned;      
};

#endif

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