📄 rareeffectmgr.h
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const int MAX_ITEM_LEGEND_SUB = 10;
const int MAX_ITEM_LEGEND = 30;
typedef struct ITEM_LEGEND
{
int iNo;
int iGroupNo;
int iGroupIndexMax;
t_ItemLegendSub aSub[MAX_ITEM_LEGEND_SUB];
}t_ItemLegend,*LPITEMLEGEND;
const int MAX_ITEM_LEGEND_BONUS = 1000;
const int MAX_ITEM_LEGEND_BONUS_KIND = 6;
typedef struct ITEM_LEGEND_BONUS
{
int iNo;
char szName[20];
int aiKind[MAX_ITEM_LEGEND_BONUS_KIND];
int aiGrade[MAX_ITEM_LEGEND_BONUS_KIND];
}t_ItemLegendBonus,*LPITEMLEGENDBONUS;
class CRareEffectMgr
{
public:
CRareEffectMgr();
virtual ~CRareEffectMgr();
private:
ITEMMULTIRARE m_MRData[MAX_ITEM_MULTI_RARE];
ITEM_LEGEND m_aItemLegend[MAX_ITEM_LEGEND];
ITEM_LEGEND_BONUS m_aLegendBonus[MAX_ITEM_LEGEND_BONUS];
public:
int ResetRareEffect(void* ch);//饭绢 捞棋飘 府悸
void ClearRareEffect(void* ch);//饭绢 捞棋飘 力芭
void ClearDynamicRareEffect(void* ch);//扁瓷 酒捞袍父 努府绢
int GetStaticRareEffectValue(const int iKind, const int iGrade)const;
int GetDynamicRareEffectValue(const int iKind, const int iGrade)const;
int GetDynamicRareValue(const int iDRType,const DYNAMICRAREEFFECT &DR) const;
int GetRareDisplayEffectNo (const bool bIsDynamicRare,const DYNAMICRAREEFFECT &DR)const; // 荤侩等 付过狼 锅龋
int GetRareDisplayEffectTime (const DYNAMICRAREEFFECT &DR)const; // 蜡瘤矫埃
int ApplyStaticRareEffect(STATICRAREEFFECT &SR, const int iKind, const int iGrade,bool bSymbol = false);//soto-1.02
int AddANDCheckStaticRareMaxValue(const int iKind,short &nNow, const int iAddValue,bool bSymbol = false);//soto-1.02
short GetStaticRareMaxValue(const int iKind)const;
int ApplyDynamicRareEffect(void* ch,const int iKind, const int iGrade,const int iOrder);//iOrder 俊 0阑 持栏搁 鉴埃 利牢 瓤苞甫 焊绰 巴父 利侩
int AddANDCheckDynamicRareMaxValue(const int iKind,const int iValue);
int GetDynamicRareMaxValue(const int iKind)const ;
int CheckFaultStaticRareType(const int iKind)const;
int CheckFaultDynamicRareType(const int iKind)const;
int CheckFaultRareGrade(const int iGrade)const;
int CorrectByStaticRare(void *a, void *d, int &iDmg);
int LoadItem_Multi_Rare_Table();
int LoadItem_Legend_Table();
int LoadItem_Legend_Bonus_Item();
public:
int GetAbleGroupIndex(const int iGroupNo);
int GetLegendBasicRareKind(const int iGroupNo,const int iGroupIndex,const int iWearAble);
ITEMMULTIRARE GetIMR(const int iIndex)const
{
if(0 > iIndex || MAX_ITEM_MULTI_RARE <= iIndex)
{
return m_MRData[0];
}
return m_MRData[iIndex];
}
public:
/////////////////////////////////////////////
inline int GetStaticRarePower(const STATICRAREEFFECT &SR) const{ return SR.nPower ; }
inline int GetStaticRareAccurate(const STATICRAREEFFECT &SR) const{ return SR.nAccurate ; }
inline int GetStaticRareWise(const STATICRAREEFFECT &SR) const{ return SR.nWise ; }
inline int GetStaticRareBear(const STATICRAREEFFECT &SR) const{ return SR.nBear ; }
inline int GetStaticRareDistant(const STATICRAREEFFECT &SR) const{ return SR.nDistant ; }
inline int GetStaticRareVigor(const STATICRAREEFFECT &SR) const{ return SR.nVigor ; }
inline int GetStaticRareCurse(const STATICRAREEFFECT &SR) const{ return SR.nCurse ; }
inline int GetStaticRareAid(const STATICRAREEFFECT &SR) const{ return SR.nAid ; }
inline int GetStaticRareMasking(const STATICRAREEFFECT &SR) const{ return SR.nMasking ; }
inline int GetStaticRarePiercing(const STATICRAREEFFECT &SR) const{ return SR.nPiercing ; }
inline int GetStaticRareBasicResist(const STATICRAREEFFECT &SR) const{ return SR.nBasicResist ; }
inline int GetStaticRareHardest(const STATICRAREEFFECT &SR) const{ return SR.nHardest ; }
inline int GetStaticRareSmart(const STATICRAREEFFECT &SR) const{ return SR.nSmart ; }
inline int GetStaticRareResist_freeze(const STATICRAREEFFECT &SR)const{ return SR.nResist_freeze+SR.nResist_all; }
inline int GetStaticRareResist_venom(const STATICRAREEFFECT &SR) const{ return SR.nResist_venom+SR.nResist_all; }
inline int GetStaticRareResist_lightning(const STATICRAREEFFECT &SR)const{ return SR.nResist_lightning+SR.nResist_all; }
inline int GetStaticRareResist_blaze(const STATICRAREEFFECT &SR) const{ return SR.nResist_blaze+SR.nResist_all; }
inline int GetStaticRareResist_paralysis(const STATICRAREEFFECT &SR)const{ return SR.nResist_paralysis+SR.nResist_all; }
inline int GetStaticRareResist_holy(const STATICRAREEFFECT &SR) const{ return SR.nResist_holy+SR.nResist_all; }
inline int GetStaticRareSpeed(const STATICRAREEFFECT &SR) const{ return SR.nSpeed ; }
inline int GetStaticRareLife(const STATICRAREEFFECT &SR) const{ return SR.nLife ; }
inline int GetStaticRareMana(const STATICRAREEFFECT &SR) const{ return SR.nMana ; }
inline int GetStaticRareDivine(const STATICRAREEFFECT &SR) const{ return SR.nDivine ; }
inline int GetStaticRareHealth(const STATICRAREEFFECT &SR) const{ return SR.nHealth ; }
inline int GetStaticRareBrood(const STATICRAREEFFECT &SR) const{ return SR.nBrood ; }
inline int GetStaticRareMind(const STATICRAREEFFECT &SR) const{ return SR.nMind ; }
inline int GetStaticRareSpirit(const STATICRAREEFFECT &SR) const{ return SR.nSpirit ; }
inline int GetStaticRareYouth(const STATICRAREEFFECT &SR) const{ return SR.nYouth ; }
inline int GetStaticRareFatal(const STATICRAREEFFECT &SR) const{ return SR.nFatal ; }
inline int GetStaticRareMagic(const STATICRAREEFFECT &SR) const{ return SR.nMagic ; }
inline int GetStaticRareNature(const STATICRAREEFFECT &SR) const{ return SR.nNature ; }
inline int GetStaticRareStrength(const STATICRAREEFFECT &SR) const{ return SR.nStrength ; }
inline int GetStaticRareDexterity(const STATICRAREEFFECT &SR) const{ return SR.nDexterity ; }
inline int GetStaticRareConstitution(const STATICRAREEFFECT &SR) const{ return SR.nConstitution; }
inline int GetStaticRareWisdom(const STATICRAREEFFECT &SR) const{ return SR.nWisdom ; }
inline int GetStaticRareIntelligence(const STATICRAREEFFECT &SR) const{ return SR.nIntelligence; }
inline int GetStaticRareCharisma(const STATICRAREEFFECT &SR) const{ return SR.nCharisma ; }
inline int GetStaticRareEndurance(const STATICRAREEFFECT &SR) const{ return SR.nEndurance ; }
inline int GetStaticRareMovement(const STATICRAREEFFECT &SR) const{ return SR.nMovement ; }
inline int GetStaticRareMoral(const STATICRAREEFFECT &SR) const{ return SR.nMoral ; }
inline int GetStaticRareLucky(const STATICRAREEFFECT &SR) const{ return SR.nLucky ; }
inline int GetStaticRareWizard(const STATICRAREEFFECT &SR) const{ return SR.nWizard ; }
inline int GetStaticRarePriest(const STATICRAREEFFECT &SR) const{ return SR.nPriest ; }
// inline int GetStaticRareMagic_power(const STATICRAREEFFECT &SR) const{ return SR.nMagic_power ; }
inline int GetStaticRareMagic_vigor(const STATICRAREEFFECT &SR) const{ return SR.nMagic_vigor ; }
inline int GetStaticRareMagic_stay (const STATICRAREEFFECT &SR) const{ return SR.nMagic_stay ; }
// inline int GetStaticRareNature_power(const STATICRAREEFFECT &SR) const{ return SR.nNature_power; }
inline int GetStaticRareNature_vigor(const STATICRAREEFFECT &SR) const{ return SR.nNature_vigor; }
inline int GetStaticRareNature_stay(const STATICRAREEFFECT &SR) const{ return SR.nNature_stay; }
// inline int GetStaticRareLife_recovery(const STATICRAREEFFECT &SR)const{ return SR.cLife_recovery; }
inline int GetStaticRareMana_recovery(const STATICRAREEFFECT &SR)const{ return SR.nMana_recovery; }
inline int GetStaticRareCritical(const STATICRAREEFFECT &SR) const{ return SR.nCritical ; }
// inline int GetStaticRareGuardian(const STATICRAREEFFECT &SR) const{ return SR.nGuardian ; }
inline int GetStaticRareEvasion(const STATICRAREEFFECT &SR) const{ return SR.nEvasion ; }
inline int GetStaticRareWitch(const STATICRAREEFFECT &SR) const{ return SR.nWitch ; }
inline int GetStaticRareDevil(const STATICRAREEFFECT &SR) const{ return SR.nDevil ; }
inline int GetStaticRareDesire(const STATICRAREEFFECT &SR) const{ return SR.nDesire ; }
inline int GetStaticRareRobber(const STATICRAREEFFECT &SR) const{ return SR.nRobber ; }
inline int GetStaticRareEvil(const STATICRAREEFFECT &SR) const{ return SR.nEvil ; }
inline int GetStaticRareSatan(const STATICRAREEFFECT &SR) const{ return SR.nSatan ; }
inline int GetStaticRareWeary(const STATICRAREEFFECT &SR) const{ return SR.nWeary ; }
inline int GetStaticRareFatigue(const STATICRAREEFFECT &SR) const{ return SR.nFatigue ; }
inline int GetStaticRareCounterattack(const STATICRAREEFFECT &SR)const{ return SR.nCounterattack; }
inline int GetStaticRareStrike(const STATICRAREEFFECT &SR) const{ return SR.nStrike ; }
inline int GetStaticRareSnag(const STATICRAREEFFECT &SR) const{ return SR.nSnag ; }
inline int GetStaticRareVertigly(const STATICRAREEFFECT &SR) const{ return SR.nVertigly ; }
inline int GetStaticRarePoison(const STATICRAREEFFECT &SR) const{ return SR.nPoison ; }
inline int GetStaticRareStiff(const STATICRAREEFFECT &SR) const{ return SR.nStiff ; }
inline int GetStaticRareSlack(const STATICRAREEFFECT &SR) const{ return SR.nSlack ; }
inline int GetStaticRareGhost(const STATICRAREEFFECT &SR) const{ return SR.nGhost ; }
inline int GetStaticRareLandmine(const STATICRAREEFFECT &SR) const{ return SR.nLandmine ; }
inline int GetStaticRareTraping(const STATICRAREEFFECT &SR) const{ return SR.nTraping ; }
inline int GetStaticRareDetect(const STATICRAREEFFECT &SR) const{ return SR.nDetect ; }
inline int GetStaticRareHighPower(const STATICRAREEFFECT &SR) const{ return SR.nHighPower ; }
inline int GetStaticRareHighShield(const STATICRAREEFFECT &SR) const{ return SR.nHighShield ; }
inline int GetStaticRareHighBlood(const STATICRAREEFFECT &SR) const{ return SR.nHighBlood ; }
inline int GetStaticRareHighMagic(const STATICRAREEFFECT &SR) const{ return SR.nHighMagic ; }
inline int GetStaticRareHighNature(const STATICRAREEFFECT &SR) const{ return SR.nHighNature ; }
bool IsHaveRivaval(void *ch);
public:
void AutoCheckDynamicRare(DYNAMICRAREEFFECT &DR);
DWORD GetDynamicRareEffectTime(const int iKind, const int iGrade)const;//殿鞭俊 蝶弗 蜡瘤 矫埃
};
#endif // !defined(AFX_RAREEFFECTMGR_H__D6CBF8EF_AAC2_4E8E_823B_4ED7AE440D83__INCLUDED_)
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