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📄 citem.h

📁 国内著名网络游戏dragon的服务端完整源码 内附完整数据库结构
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		printf("\n%d %s %s %d", Item_id, Name, Han_Name, lv) ;
	}
	virtual int is_equipable(int a, t_chr_status_info *b, POS c, POS d) ;
	virtual int unequip		(int a, t_chr_status_info *b, POS c, POS d) ;
	virtual int GetValue() 
	{
							int value;
							value =  base_value -( m_Much * store_const / 100000);
							return value; 
	}
	virtual int GetDuration	()	{ return max_duration; }
	virtual int EquipItem	(CHARLIST *ch);
	virtual int CurrEquip(CHARLIST *ch );			// 0206 YGI
	virtual int ReleaseItem(CHARLIST *ch );			// 0206 YGI

//	virtual int GetUseJunk() { return Use_Junk; }
	virtual int GetRbutton() { return Mouse_MR; }
	virtual int GetItemKind() { return Item_kind; }
	virtual int GetKindOfMagic() { return kind_of_magic; }
	virtual int GetIncrDamage() { return Incr_damage; }
	virtual int GetLevel() { return lv; }
	virtual int GetWearAble() { return wear_able; }

	// 1221 KHS
	virtual int Getbody() { return  body; }
	virtual int Getarms() { return  arms; }
	virtual int Gethead() { return  head; }
	virtual int Getleg () { return  leg ; }
	virtual int Getneck() { return  neck; }
	virtual int Gethand() { return  hand; }

	virtual int GetDamage		() { return  Damage			; }
	virtual int GetHit_rate		() { return  Hit_rate		; }
	virtual int GetDefense_rate	() { return  Defense_rate	; }
	virtual int GetAR_or_DH		() { return  AR_or_DH		; }
	virtual int GetDefense_power() { return  Defense_power	; }

	virtual int GetSkill_Ability(){ return  Skill_Ability; }
	virtual int GetRepairAble() { return Repairable; }
	virtual int GetWeight() { return weight; }
	virtual int GetItemShow( int is_man ) { return is_man? shape_man : shape_woman; }
	virtual int GetItemImage() { return Image_Number; }
	virtual char *GetHanName() { return Han_Name; }
	virtual int GetChange_health_max() { return Change_health_max; }
	virtual int GetObjectNumber() { return object; }
	virtual int Getmouse_MRD(){ return Mouse_MRD;}
};


class CItem_Accessory : public CItem
{
//protected :
public :
	int Item_id   ;
	char Name[ITEM_NAME_MAX]  ;
	char Han_Name[ITEM_NAME_MAX]  ;
	int lv   ;
	int Image_Number   ;
	int Repairable   ;
	int Repair_min   ;
	int Repair_max   ;
	int Repair_Skill2   ;
	int Repair_Skill2_min   ;
	int Repair_Res1   ;
	int Amt_of_Repair_Res1   ;
	int Repair_Res2   ;
	int Amt_of_Repair_Res2   ;
	int Repair_Res3   ;
	int Amt_of_Repair_Res3   ;
	int Repair_Tool   ;
	int Amt_of_abrasion   ;
	int Need2_lv   ;
	int Need2_str   ;
	int Need2_dex   ;
	int Need2_con   ;
	int Need2_wis   ;
	int Need2_int   ;
	int Need2_cha   ;
	int Need2_end   ;
	int Need2_Movp   ;
	int Need2_mor   ;
	int Need2_luc   ;
	int Need2_ws   ;
	int Need2_ps   ;
	int Need2_fame   ;
	int Need2_rank   ;
	int Need2_gender   ;
	int Need2_race   ;
	int Need2_min_age   ;
	int Need2_max_age   ;
	int Need3_lv   ;
	int Need3_str   ;
	int Need3_dex   ;
	int Need3_con   ;
	int Need3_wis   ;
	int Need3_int   ;
	int Need3_cha   ;
	int Need3_end   ;
	int Need3_Movp   ;
	int Need3_mor   ;
	int Need3_luc   ;
	int Need3_ws   ;
	int Need3_ps   ;
	int Need3_fame   ;
	int Need3_rank   ;
	int Need3_gender   ;
	int Need3_race   ;
	int Need3_min_age   ;
	int Need3_max_age   ;
	int Class_Warrior   ;
	int Class_Archer   ;
	int Class_Thief   ;
	int Class_Wizard   ;
	int Class_Cleric   ;
	int Change_str   ;
	int Change_dex   ;
	int Change_con   ;
	int Change_wis   ;
	int Change_int   ;
	int Change_cha   ;
	int Change_end   ;
	int Change_Movp   ;
	int Change_mor   ;
	int Change_luc   ;
	int Change_ws   ;
	int Change_ps   ;
	int Change_mag   ;
	int Change_dev   ;
	int casting_Time   ;
	int Change_Life_max   ;
	int Change_mana_max   ;
	int Change_Divine_Max   ;
	int Change_health_max   ;
	int Increase_Poisoning   ;
	int Increase_Stone   ;
	int Increase_Magic   ;
	int Increase_Fire   ;
	int Increase_Ice   ;
	int Increase_lightning   ;
	int imunity_Cure_1   ;
	int Imunity_Cure_2   ;
	int Imunity_Cure_3   ;
	int Imunity_Cure_4   ;
	int Imunity_Cure_5   ;
	int Imunity_Cure_6   ;
	int Skill_effect   ;
	int Skill_Ability   ;
	int Damage   ;
	int Hit_rate   ;
	int Defense_rate   ;
	int AR_or_DH   ;
	int Defense_power   ;
	int body   ;
	int arms   ;
	int head   ;
	int leg   ;
	int neck   ;
	int hand   ;
	int JobSkill_Farming   ;
	int JobSkill_Mining   ;
	int JobSkill_Fishing   ;
	int JobSkill_Cutdown   ;
	int JobSkill_Butchering   ;
	int JobSkill_Herb_digging   ;
	int JobSkill_Herding   ;
	int JobSkill_Carpentary   ;
	int JobSkill_Blacksmithy   ;
	int JobSkill_Cooking   ;
	int JobSkill_Tailoring   ;
	int JobSkill_Bowcraft   ;
	int JobSkill_Alchemy   ;
	int JobSkill_Candle   ;
	int JobSkill_repair   ;
	int JobSkill_reutil   ;
	int JobSkill_music   ;
	int JobSkill_detect   ;
	int JobSkill_hide   ;
	int JobSkill_campiing   ;
	int JobSkill_taming   ;
	int comm_animal   ;
	int comm_human   ;
	int comm_orc   ;
	int comm_elf   ;
	int comm_fairy   ;
	int comm_hobbit   ;
	int comm_dwarf   ;
	int comm_dragon   ;
	int animal_lore   ;
	int arms_lore   ;
	int evaluate_int   ;
	int evaluate_wis   ;
	int analomy   ;
	int item_ident   ;
	int taste_ident   ;
	int Appraisal   ;
	int healing   ;
	int spirituality   ;
	int poisoning   ;
	int entrapment   ;
	int scrooling   ;
	int cunning   ;
	int bomb_play   ;
	int tactice   ;
	int crapple   ;
	int sword   ;
	int archey   ;
	int fencing   ;
	int mace   ;
	int pierce   ;
	int whid   ;
	int hurt   ;
	int parrying   ;
	int double_sword   ;
	int double_mace   ;
	int weight   ;
	int max_duration   ;
	int Durationpermin   ;
	int object   ;
	int wear_able   ;
	int base_value   ;
	int base_store   ;
	int store_const   ;
	int store_plus_const   ;
	int Mouse_MR;
	int Mouse_MRD;
	int Mouse_MR_Effect;
	int Mouse_Mr_Wave;
	int Item_kind   ;
	int kind_of_magic;
	int Incr_damage;

public:
	virtual int getAllData(void) ;
	virtual void print_data(void) {
		printf("\n%d %s %s %d", Item_id, Name, Han_Name, lv) ;
	}
	virtual int is_equipable(int a, t_chr_status_info *b, POS c, POS d) ;
	virtual int unequip(int a, t_chr_status_info *b, POS c, POS d) ;
	virtual int GetValue() 
	{
							int value;
							value =  base_value -( m_Much * store_const / 100000);
							return value; 
	}
	virtual int GetDuration() { return max_duration; }
	virtual int EquipItem(CHARLIST *ch);
	virtual int CurrEquip(CHARLIST *ch );			// 0206 YGI
	virtual int ReleaseItem(CHARLIST *ch );			// 0206 YGI

//	virtual int GetUseJunk() { return Use_Junk; }
	virtual int GetRbutton() { return Mouse_MR; }
	virtual int GetItemKind() { return Item_kind; }
	virtual int GetKindOfMagic() { return kind_of_magic; }
	virtual int GetIncrDamage() { return Incr_damage; }

	virtual int GetLevel() { return lv; }
	virtual int GetWearAble() { return wear_able; }

	// 1221 KHS
	virtual int Getbody() { return  body; }
	virtual int Getarms() { return  arms; }
	virtual int Gethead() { return  head; }
	virtual int Getleg () { return  leg ; }
	virtual int Getneck() { return  neck; }
	virtual int Gethand() { return  hand; }

	virtual int GetDamage		() { return  Damage			; }
	virtual int GetHit_rate		() { return  Hit_rate		; }
	virtual int GetDefense_rate	() { return  Defense_rate	; }
	virtual int GetAR_or_DH		() { return  AR_or_DH		; }
	virtual int GetDefense_power() { return  Defense_power	; }

	virtual int GetSkill_Ability(){ return  Skill_Ability; }
	virtual int GetRepairAble() { return Repairable; }
	virtual int GetWeight() { return weight; }
	virtual int GetItemImage() { return Image_Number; }
	virtual char *GetHanName() { return Han_Name; }
	virtual int GetChange_health_max() { return Change_health_max; }
	virtual int GetObjectNumber() { return object; }
	virtual int Getmouse_MRD(){ return Mouse_MRD;}
};




class CItem_Etc : public CItem
{
// protected :
public :
	int Item_id;
	char Name[ITEM_NAME_MAX];
	char Han_Name[ITEM_NAME_MAX];
	int lv;
	int Image_Number;
	int Repairable;
	int Repair_min;
	int Repair_max;
	int Repair_Skill2;
	int Repair_Skill2_min;
	int Repair_Res1;
	int Amt_of_Repair_Res1;
	int Repair_Res2;
	int Amt_of_Repair_Res2;
	int Repair_Res3;
	int Amt_of_Repair_Res3;
	int Repair_Tool;
	int Amt_of_abrasion;
	int Need2_lv;
	int Need2_str;
	int Need2_dex;
	int Need2_con;
	int Need2_wis;
	int Need2_int;
	int Need2_cha;
	int Need2_end;
	int Need2_Movp;
	int Need2_mor;
	int Need2_luc;
	int Need2_ws;
	int Need2_ps;
	int Need2_Magery;
	int Need2_Orison;
	int Need2_fame;
	int Need2_rank;
	int Need2_gender;
	int Need2_race;
	int Need2_min_age;
	int Need2_max_age;
	int Need3_lv;
	int Need3_str;
	int Need3_dex;
	int Need3_con;
	int Need3_wis;
	int Need3_int;
	int Need3_cha;
	int Need3_end;
	int Need3_Movp;
	int Need3_mor;
	int Need3_luc;
	int Need3_ws;
	int Need3_ps;
	int Need3_fame;
	int Need3_rank;
	int Need3_gender;
	int Need3_race;
	int Need3_min_age;
	int Need3_max_age;
	int Class_Warrior;
	int Class_Archer;
	int Class_Thief;
	int Class_Wizard;
	int Class_Cleric;
	int Change_str;
	int Change_dex;
	int Change_con;
	int Change_wis;
	int Change_int;
	int Change_cha;
	int Change_end;
	int Change_mor;
	int Change_luc;
	int Change_ws;
	int Change_ps;
	int Change_mag;
	int Change_dev;
	int casting_Time;
	int Change_Life_max;
	int Change_mana_max;
	int Change_Divine_Max;
	int Change_health_max;
	int Increase_Poisoning;
	int Increase_Stone;
	int Increase_Magic;
	int Increase_Fire;
	int Increase_Ice;
	int Increase_lightning;
	int imunity_Cure_1;
	int Imunity_Cure_2;
	int Imunity_Cure_3;
	int Imunity_Cure_4;
	int Imunity_Cure_5;
	int Imunity_Cure_6;
	int Skill_effect;
	int Substitution_magic;
	int Skill_Ability;
	int Damage;
	int Hit_rate;
	int Defense_rate;
	int AR_or_DH;
	int Defense_power;
	int body;
	int arms;
	int head;
	int leg;
	int neck;
	int hand;
	int JobSkill_Farming;
	int JobSkill_Mining;
	int JobSkill_Fishing;
	int JobSkill_Cutdown;
	int JobSkill_Butchering;
	int JobSkill_Herb_digging;
	int JobSkill_Herding;
	int JobSkill_Carpentary;
	int JobSkill_Blacksmithy;
	int JobSkill_Cooking;
	int JobSkill_Tailoring;
	int JobSkill_Bowcraft;
	int JobSkill_Alchemy;
	int JobSkill_Candle;
	int JobSkill_repair;
	int JobSkill_reutil;
	int JobSkill_music;
	int JobSkill_detect;
	int JobSkill_hide;
	int JobSkill_campiing;
	int JobSkill_taming;
	int comm_animal;
	int comm_human;
	int comm_orc;
	int comm_elf;
	int comm_fairy;
	int comm_hobbit;
	int comm_dwarf;
	int comm_dragon;
	int animal_lore;
	int arms_lore;
	int evaluate_int;
	int evaluate_wis;
	int analomy;
	int item_ident;
	int taste_ident;
	int Appraisal;
	int healing;
	int spirituality;
	int poisoning;
	int entrapment;
	int scrooling;
	int cunning;
	int bomb_play;
	int tactice;
	int crapple;
	int sword;
	int archey;
	int fencing;
	int mace;
	int pierce;
	int whid;
	int hurt;
	int parrying;
	int double_sword;
	int double_mace;
	int change_music;
	int change_detect;
	int change_hide;
	int change_amping;
	int change_taming;
	int weight;
	int max_duration;
	int object;
	int wear_able;
	int base_value;
	int base_store;
	int store_const;
	int store_plus_const;
	int Item_kind;
	int Mouse_MR;
	int Mouse_MRD;
	int Mouse_MR_Effect;
	int Mouse_Mr_Wave;
	int Use_Junk;
	int kind_of_magic;
	int Incr_damage;




public:

	

	virtual int getAllData(void) ;
	virtual void print_data(void) {
		printf("\n%d %s %s %d", Item_id, Name, Han_Name, lv) ;
	}
	virtual int is_equipable(int a, t_chr_status_info *b, POS c, POS d) ;
	virtual int unequip(int a, t_chr_status_info *b, POS c, POS d) ;
	virtual int GetValue() 
	{
							int value;
							value =  base_value -( m_Much * store_const / 100000);
							return value; 
	}
	virtual int GetDuration() { return max_duration; }
	virtual int EquipItem(CHARLIST *ch);
	virtual int CurrEquip(CHARLIST *ch );			// 0206 YGI
	virtual int ReleaseItem(CHARLIST *ch );			// 0206 YGI

	virtual int GetUseJunk() { return Use_Junk; }
	virtual int GetRbutton() { return Mouse_MR; }
	virtual int GetItemKind() { return Item_kind; }
	virtual int GetKindOfMagic() { return kind_of_magic; }
	virtual int GetIncrDamage() { return Incr_damage; }

	virtual int GetLevel() { return lv; }
	virtual int GetWearAble() { return wear_able; }
	// 1221 KHS
	virtual int Getbody() { return  body; }
	virtual int Getarms() { return  arms; }
	virtual int Gethead() { return  head; }
	virtual int Getleg () { return  leg ; }
	virtual int Getneck() { return  neck; }
	virtual int Gethand() { return  hand; }

	virtual int GetDamage		() { return  Damage			; }
	virtual int GetHit_rate		() { return  Hit_rate		; }
	virtual int GetDefense_rate	() { return  Defense_rate	; }
	virtual int GetAR_or_DH		() { return  AR_or_DH		; }
	virtual int GetDefense_power() { return  Defense_power	; }

	virtual int GetSkill_Ability(){ return  Skill_Ability; }
	virtual int GetRepairAble() { return Repairable; }
	virtual int GetWeight() { return weight; }
	virtual int GetItemImage() { return Image_Number; }
	virtual char *GetHanName() { return Han_Name; }
	virtual int GetChange_health_max() { return Change_health_max; }
	virtual int GetObjectNumber() { return object; }
	virtual int Getmouse_MRD(){ return Mouse_MRD;}



} ;


struct CItem_List {
	CItem *Item_Info[Num_Of_Item_Type][MAX_ITEM_NUM] ;
	//CItem **Item_type ;
	int nItem[Num_Of_Item_Type] ;

} ;
// 0204 YGI
extern ItemAttr GenerateItem( const int item_no, DWORD dur = 0);

extern void SendItemAttrChange( t_connection c[], int cn, int id, int attr );
extern void RecvItemDoorOpenClose( int cn, t_item_door_open_close *p );
extern CItem *ItemUnit( int type, int item_no );

////////////////////////////////////////////////////////////////////////////
int SearchInv( ItemAttr inv[3][3][8], int &a, int &b, int &c );
extern void CheckItemTimeElapsed( void );
extern void SendItemFoot_On_Trap0( t_connection c[], int cn, int itemid );
extern void SendItemFoot_On_Trap1( t_connection c[], int cn, int itemid );
extern DWORD CalcDurByUseItem( DWORD dur, int luck );		// 酒捞袍 茄锅 荤侩俊 蝶弗 郴备仿 拌魂
extern int SearchInv_invert( ItemAttr inv[3][3][8], int &a, int &b, int &c );

extern CItem *ItemUnit( ItemAttr item );		// 0415_2

extern int LoadChangeItem();//010708 lsw
extern void CheckEventJoin(CHARLIST *ch);	// 020115 LTS


extern int ichangeItemCount;
//010625 lsw
// ITEMCHANGE itemchange[叼颇牢]
#define MAX_CHANGE_ITEM_COUNT 2000
#define IATTR_SOKSUNG			3

typedef struct ITEMCHANGE
	{
		int origin_item_no;
		int will_change_item_no;
		int add_soksung;
		int add_grade;
	}SItemchange;

//010708 lsw
typedef struct itemattr3_
{
	DWORD	grade: 4 ;		//殿鞭
	DWORD	soksung1: 8 ;	//加己1
	DWORD	soksung2: 8 ;	//加己2 钢萍 加己
	DWORD	timegrade: 4 ;	//矫埃殿鞭
	DWORD	gradegrade: 4 ;	
	DWORD	temp: 3 ;		
	DWORD	indentify: 1;		
}SItemAttr3, *LPSItemAttr3;

#endif

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