📄 datatypes.h.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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