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📄 usertable.h

📁 网络游戏魔域的服务端与客户端完整源代码 包括详细的说明文档与开发日志
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// User.h: interface for the CUser class.
//
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_USERTABLE_H__BF5C20F1_5DBE_4E65_9099_E96EFAD7ECBA__INCLUDED_1)
#define AFX_USERTABLE_H__BF5C20F1_5DBE_4E65_9099_E96EFAD7ECBA__INCLUDED_1

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "MagicType.h"

////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
enum TASKDATA{
		TASKDATA_ID_		=0,
		TASKDATA_IDNEXT		=1,
		TASKDATA_IDNEXTFAIL,
		TASKDATA_ITEMNAME1,
		TASKDATA_ITEMNAME2,
		TASKDATA_MONEY,
		TASKDATA_PROFESSION,
		TASKDATA_SEX,
		TASKDATA_MINPK,
		TASKDATA_MAXPK,
		TASKDATA_TEAM,
		TASKDATA_METEMPSYCHOSIS,
		TASKDATA_QUERY,
		TASKDATA_MARRIAGE,
		TASKDATA_CLIENTACT,
};
char	szTaskTable[];
typedef	CConstGameData<TASKDATA,szTaskTable,TASKDATA_ID_>		CTaskData;
typedef	ISingleObjSet2<CTaskData>	ITaskSet;
typedef	CSingleObjSet2<CTaskData>	CTaskSet;

//////////////////////////////////////////////////////////////////////
enum ACTIONDATA{
		ACTIONDATA_ID_			=0,
		ACTIONDATA_IDNEXT		=1,
		ACTIONDATA_IDNEXTFAIL,
		ACTIONDATA_TYPE,
		ACTIONDATA_DATA,
		ACTIONDATA_PARAM,
};
char	szActionTable[];
typedef	CConstGameData<ACTIONDATA,szActionTable,ACTIONDATA_ID_>	CActionData;
typedef	ISingleMap2<CActionData>	IActionSet;
typedef	CSingleMap2<CActionData>	CActionSet;

//////////////////////////////////////////////////////////////////////
enum ADDPOINTDATA{
		ADDPOINTDATA_PROF		=1,
		ADDPOINTDATA_LEVEL,
		ADDPOINTDATA_FORCE,
		ADDPOINTDATA_DEX,
		ADDPOINTDATA_HEALTH,
		ADDPOINTDATA_SOUL,
};
char	szAddPointTable[];
typedef	CGameData<ADDPOINTDATA,szAddPointTable,szID>	CAddPointData;
typedef	ISingleObjSet2<CAddPointData>	IAddPointSet;
typedef	CSingleObjSet2<CAddPointData>	CAddPointSet;

//////////////////////////////////////////////////////////////////////
/*
enum MAGICTYPEDATA{
		MAGICTYPEDATA_TYPE=1,
		MAGICTYPEDATA_SORT,
		MAGICTYPEDATA_NAME,
		MAGICTYPEDATA_CRIME,
		MAGICTYPEDATA_GROUND,
		MAGICTYPEDATA_MULTI,
		MAGICTYPEDATA_TARGET,
		MAGICTYPEDATA_LEVEL,
		MAGICTYPEDATA_USE_MP,
		MAGICTYPEDATA_POWER,
		MAGICTYPEDATA_INTONE,
		MAGICTYPEDATA_PERCENT,
		MAGICTYPEDATA_STEP,
		MAGICTYPEDATA_RANGE,
		MAGICTYPEDATA_DISTANCE,
		MAGICTYPEDATA_STATUS,
		MAGICTYPEDATA_NEED_PROFMASK,
		MAGICTYPEDATA_NEED_EXP,
		MAGICTYPEDATA_NEED_LEVEL,
		MAGICTYPEDATA_USE_XP,				// == TYPE_XPSKILL: use xp
		MAGICTYPEDATA_WEAPON_SUBTYPE,
		MAGICTYPEDATA_TIMES,				// =0 : once status
		MAGICTYPEDATA_AUTO_ACTIVE,			// 0x01: active when kill target
		MAGICTYPEDATA_FLOOR_ATTR,			// 0: need not match.
		MAGICTYPEDATA_AUTO_LEARN,			// bool
		MAGICTYPEDATA_LEARN_LEVEL,			// auto learn need level, nn: equ level, nnmm: between mm - nn level.
		MAGICTYPEDATA_DROPWEAPON,			// 1: throw weapon_r to target
		MAGICTYPEDATA_USE_EP,				// use energy
		MAGICTYPEDATA_WEAPON_HIT,			// 1: hit by weapon
		MAGICTYPEDATA_USE_ITEM,				// use equip item
		MAGICTYPEDATA_NEXT_MAGIC,			// launch this magic when filished current magic, use same target and pos
		MAGICTYPEDATA_DELAY,				// milli-secs
		MAGICTYPEDATA_ITEM_NUM,				// use equip item number
		MAGICTYPEDATA_WIDTH,
		MAGICTYPEDATA_DURABILITY,
		MAGICTYPEDATA_APPLY_MS,
		MAGICTYPEDATA_OFFSET_X,
		MAGICTYPEDATA_OFFSET_Y,
		MAGICTYPEDATA_TRACK_ID,
};
char	szMagicTypeTable[];

typedef	CGameData<MAGICTYPEDATA, szMagicTypeTable, szID>	CMagicTypeData;
typedef	ISingleObjSet2<CMagicTypeData>		IMagicTypeSet;
typedef	CSingleObjSet2<CMagicTypeData>		CMagicTypeSet;
*/

//////////////////////////////////////////////////////////////////////

enum MAGICTRACKDATA{
	MAGICTRACKDATA_ID_	=0,				// 魔法轨迹ID
	MAGICTRACKDATA_ID_NEXT,				// 下一步轨迹ID
	MAGICTRACKDATA_DIR,					// 移动方向
	MAGICTRACKDATA_STEP,				// 移动距离
	MAGICTRACKDATA_ALT,					// 可通过高度
	MAGICTRACKDATA_ACTION,				// 动作编号
	MAGICTRACKDATA_POWER,				// 连招这个动作的power
	MAGICTRACKDATA_APPLY_MS,			// 这个动作的消耗时间
};

char	szTrackTable[];
typedef CGameData<MAGICTRACKDATA, szTrackTable, szID>		CMagicTrackData;
typedef ISingleMap2<CMagicTrackData>	IMagicTrackSet;
typedef CSingleMap2<CMagicTrackData>	CMagicTrackSet;


//////////////////////////////////////////////////////////////////////
enum TRAPTYPEDATA
{
	TRAPTYPEDATA_SORT=1,
	TRAPTYPEDATA_LOOK,
	TRAPTYPEDATA_ACTION,
	TRAPTYPEDATA_LEVEL,
	TRAPTYPEDATA_ATK_MAX,
	TRAPTYPEDATA_ATK_MIN,
	TRAPTYPEDATA_DEX,
	TRAPTYPEDATA_SPEED,
	TRAPTYPEDATA_TIMES,
	TRAPTYPEDATA_MAGICTYPE,
	TRAPTYPEDATA_MAGICHITRATE,
	TRAPTYPEDATA_SIZE,
	TRAPTYPEDATA_ATKMODE,
};
char	szTrapTypeTable[];
typedef	CGameData<TRAPTYPEDATA, szTrapTypeTable, szID>	CTrapTypeData;
typedef	ISingleObjSet2<CTrapTypeData>		ITrapTypeSet;
typedef	CSingleObjSet2<CTrapTypeData>		CTrapTypeSet;

//////////////////////////////////////////////////////////////////////
enum NPCTYPEDATA
{
		NPCTYPEDATA_NAME = 1,
		NPCTYPEDATA_TYPE,
		NPCTYPEDATA_LOOKFACE,
		NPCTYPEDATA_LENGTH,
		NPCTYPEDATA_FAT,

		NPCTYPEDATA_LIFE,
		NPCTYPEDATA_MANA,
		NPCTYPEDATA_ATTACKMAX,
		NPCTYPEDATA_ATTACKMIN,
		NPCTYPEDATA_DEFENCE,
		NPCTYPEDATA_DEXTERITY,
		NPCTYPEDATA_DODGE,

		NPCTYPEDATA_HELMET_TYPE,
		NPCTYPEDATA_ARMOR_TYPE,
		NPCTYPEDATA_WEAPONR_TYPE,
		NPCTYPEDATA_WEAPONL_TYPE,

		NPCTYPEDATA_ATKRANGE,
		NPCTYPEDATA_VIEWRANGE,
		NPCTYPEDATA_ESCAPELIFE,
		NPCTYPEDATA_ATKSPEED,				// 毫秒
		NPCTYPEDATA_MOVESPEED,				// 毫秒

		NPCTYPEDATA_LEVEL,
		NPCTYPEDATA_ATKUSER,

//		NPCTYPEDATA_DROPMONEY,
//		NPCTYPEDATA_DROPITEMTYPE,
		//以上两项改为:
		NPCTYPEDATA_DROPMONEY_MIN,			//掉金钱的下限值
		NPCTYPEDATA_DROPMONEY_MAX,			//掉金钱的上限值

		NPCTYPEDATA_SIZEADD,				// 1: 增加一个CELL的攻击距离
		NPCTYPEDATA_ACTION,					// action for kill award

		NPCTYPEDATA_RUNSPEED,				// 毫秒

		NPCTYPEDATA_DROP_ARMET,				// 
		NPCTYPEDATA_DROP_NECKLACE,			// 
		NPCTYPEDATA_DROP_ARMOR,				// 
		NPCTYPEDATA_DROP_RING,				// 
		NPCTYPEDATA_DROP_WEAPON,			// 
		NPCTYPEDATA_DROP_SHIELD,			// 
		NPCTYPEDATA_DROP_SHOES,				// 

//		NPCTYPEDATA_DROP_HP,				// 
//		NPCTYPEDATA_DROP_MP,				// 
		//以上两项改为:
		NPCTYPEDATA_DROP_MONEY_CHANCE,		//掉钱的几率
		NPCTYPEDATA_DROP_ITEM_CHANCE,		//掉物品的几率

		NPCTYPEDATA_MAGIC_TYPE,	
		NPCTYPEDATA_MAGIC_DEF,
		NPCTYPEDATA_MAGIC_HITRATE,
		NPCTYPEDATA_ATK_HITRATE,

		NPCTYPEDATA_AITYPE,					// for client
		NPCTYPEDATA_DEFENCE2,				// defalut 1

		//以下是增加的
		NPCTYPEDATA_EXPLODE_ITEM_CHANCE1,	//小爆的几率
		NPCTYPEDATA_EXPLODE_ITEM_CHANCE2,	//中爆的几率
		NPCTYPEDATA_EXPLODE_ITEM_CHANCE3,	//大爆的几率
		NPCTYPEDATA_DROP_ITEM_RULE,			//掉物品的规则组ID

		NPCTYPEDATA_PROFESSION,				// 职业编号
};
char	szMonsterTypeTable[];
typedef	CGameData<NPCTYPEDATA, szMonsterTypeTable, szID>	CMonsterTypeData;
typedef	ISingleMap2<CMonsterTypeData>		IMonsterTypeSet;
typedef	CSingleMap2<CMonsterTypeData>		CMonsterTypeSet;

#define	CNpcType	CMonsterTypeData

//////////////////////////////////////////////////////////////////////
enum REBIRTHDATA
{
	REBIRTHDATA_NEED_PROF=1,
	REBIRTHDATA_NEW_PROF,
	REBIRTHDATA_NEED_LEVEL,
	REBIRTHDATA_NEW_LEVEL,
};
char	szRebirthTable[];
typedef	CGameData<REBIRTHDATA, szRebirthTable, szID>	CRebirthData;
typedef	ISingleObjSet2<CRebirthData>		IRebirthSet;
typedef	CSingleObjSet2<CRebirthData>		CRebirthSet;



#endif // !defined(AFX_USERTABLE_H__BF5C20F1_5DBE_4E65_9099_E96EFAD7ECBA__INCLUDED_1)

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