⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 basedata.h

📁 韩国英雄王座倒闭后流出来部分源代码
💻 H
字号:
////////////////////////////////////////////////////////////////////////////////////////
//
//	霸烙 包访	CHART沥焊甫 LAOD矫糯
//
//
//
//	-	NPC/Item包访 Seed包府 饶 眠饶 谍 Class肺 盒府 矫糯
////////////////////////////////////////////////////////////////////////////////////////
#if !defined( _DBDATA_H_ )
#define _DBDATA_H_

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


#ifdef DEF_KUMA_GAMBLE
#include "SafeVector.h"
#endif

#include "SafeMap.h"					//	STL MAP
#include "../Parameter/Item.h"



////////////////////////////////////////////////////////////////////////////////////////
//	DBData command target
////////////////////////////////////////////////////////////////////////////////////////
const int MAX_ITEMLEVEL			= 200 ;
const int DEF_MAXNPC			= 500 ;

const int DEF_MAXRAREENCHANT	= 100 ;
const int DEF_MAXRARESLOT		= 11 ;

const int MAX_SKILLSCROLL		= 200 ;




////////////////////////////////////////////////////////////////////////////////////////
//	技飘 酒捞袍 包府 Class
////////////////////////////////////////////////////////////////////////////////////////
class CLootSetItem
{
public:
	CLootSetItem();
	~CLootSetItem();

private:
	
	//	--------------------------------------------------------------------------------
	//	眠饶 Memory甫 Down矫懦荐 乐绰 备炼肺 函版矫糯
	//	--------------------------------------------------------------------------------
	struct 
	{
		int		nCount;
		void*	SetItem[ITEM_TEMPLATE_END ];
	} _SETITEM_LOOTS[MAX_ITEMLEVEL];

	
	//	--------------------------------------------------------------------------------
	//	SET ITEM Class Type
	//	--------------------------------------------------------------------------------
	struct  
	{
		int	nCount;
		int	nItem[ITEM_TEMPLATE_END];
	}	_SETITEM_SUBLOOTS[DEF_EQUIPMENTSLOTTYPE];
	


public:
	void	SetBaseSubSetItem( int pClass, int pSlotType, int pBaseItem );

	void	SetBaseSetItem(	int pClass,	int pLevel,	_SETITEMCHART_* pSetItem );
	void*	GetBaseSetItem(	int &pBaseItem, int pLevel, int pClass );
};





////////////////////////////////////////////////////////////////////////////////////////
//	BASE DATA CLASS
////////////////////////////////////////////////////////////////////////////////////////
class BaseData 
{
public:	
	BaseData();
	~BaseData();

// Attributes
public:

	CLootSetItem	m_LootSetItem;
	

	//
	//	扁夯 单捞鸥 包府 
	//
	SafeMap		m_MapServerInfo;			//	辑滚 沥焊 	

	SafeMap		m_LinkMap;					//	捞悼瞪 MAP沥焊 包府

	SafeMap		m_InitStat;					//	纳腐 檬扁 胶泡

	SafeMap		m_LevelUp;					//	纳腐 Level Up	

	SafeMap		m_RareEnchant;				//	Lare Enchant	

	SafeMap		m_BaseSkill;				//	Skill

	SafeMap		m_BaseItem;					//	Base Item

	SafeMap		m_BaseNPC;					//	Base NPC

	SafeMap		m_UpgradeChart;				//	UPGRADE CHART

	SafeMap		m_UpgradePercent ;			//	UPGRADE PERCENT CHART 

	SafeMap		m_QuestChart;				//	QUEST CHART

	SafeMap		m_SellItem[MAX_MAPLAYER];	//	NPC魄概 Item

	SafeMap		m_SetItem;					//	SETITEM					//	Jason 2004-05-08	

	SafeMap		m_TitleChart;				//	TITLE CHART				//	Jason 2004-05-08	

	SafeMap		m_QuestItemChart;			//	QUEST ITEM CHART		//	Jason 2004-06-08	
	
	SafeMap		m_PKChaoChart;				//	PK CHAO CHART
	
	SafeMap		m_GuildLevelUpChart;		//	GUILD LEVEL UP CHART	//	Jason 2004-06-21
	SafeMap		m_GuildSkillChart;			//	GUILD SKILL CHART		//	Jason 2004-06-21	

#ifdef DEF_PRODUCTION_DECOMPOSITON
	SafeMap		m_HalconChart;
#endif

#if defined(DEF_PRODUCTION_DECOMPOSITON) || defined(DEF_KUMA_GAMBLE)			
	SafeMap		m_ProductionChart;	
#endif

#ifdef DEF_KUMA_GAMBLE
	SafeVector	m_GambleNormalItemChart;
	SafeVector	m_GambleItemChart;
#endif
	//	
	//	Item Loots 包府
	//
	struct 
	{
		int		nItemCount;
		int		nItemIndex[ITEM_TEMPLATE_END ];
	} _ITEM_LOOTS[DEF_MAXNPC][MAX_ITEMLEVEL];



	int m_iMaxNpc ;

	struct __RAREENCHANTS
	{
		int nRareCount;						
		int	nRareIdx[ DEF_MAXRAREENCHANT ];
	} _RARE_ENCAHTS[ DEF_MAXRARESLOT ];

	
	//
	//	QUEST ITEM	
	//
	struct
	{
		int		nItemCount;
		void*	pQuest[20];
	}	_QUEST_LOOTS[DEF_MAXNPC];
	
#ifdef DEF_SKILLDROP
	//
	//	Skill ITEM	
	//
	struct
	{
		int		nItemCount;
		void*	pSkillScroll[20];
	}	_SKILLSCROLL_LOOTS[DEF_MAXNPC];
#endif

#ifdef DEF_SKILLDROP
	_SKILLSCROLLDROPCHART_  m_nSkillScrollDrop[ MAX_SKILLSCROLL ] ; 
#endif



	//
	//	Party Event Map狼 Path
	//
	struct  
	{
		int nPathCount;
		
		struct 
		{
			int nRoom;
			int nGate1;
			int nGate2;

			int	nQuest;
		}_PATH_[20];

	} _EVETMAP_PATH_[4][10];




// Operations
public:

	_BASE_ITEM_ * GetBaseItem( int pItemIndex );

	bool LoadPKChaoChart();
	bool Load_Quest();

	_LEVEL_UP_	* Find_LevelUp( int pLevel );
	_INIT_STAT_ * Find_InitStat( int pCharType );

	//	--------------------------------------------------------------------------------
	//	connect DB
	bool bConnectDB();


	//	--------------------------------------------------------------------------------
	//	Clear Object
	//	--------------------------------------------------------------------------------
	void Clean_MapInfor() ;
	void Clean_LinkMap();

	void Clean_BaseNPC();
	void Clean_BaseSkill();
	void Clean_LareEnchantChart();
	void Clean_BaseItem();
	void Clean_LevelUP();
	void Clean_InitStat();


	void Clean_UpgradeChart();
	void Clean_UpgradePercent() ;
	void Clean_SellItem();	

	void Clean_QuestChart();
	void Clean_Setitem();					//	Jason 2004-05-08
	void Clean_TitleChart();				//	Jason 2004-05-08
	void Clean_QuestItemChart();			//	Jason 2004-06-08

#ifdef DEF_SKILLDROP
	void Clean_SkillDropChart();
#endif

	void Clean_PKChaoChart();
	void Clean_GuildSkillChart();			//	Jason	2004-06-21	


#if defined(DEF_SPEEDHACK) || defined(DEF_KORSPEEDHACK)
	void Clean_HackingChart();					//	Jason 2004-09-20-china
#endif


#ifdef DEF_PRODUCTION_DECOMPOSITON
	void Clean_HalconChart();	
#endif

#if defined(DEF_PRODUCTION_DECOMPOSITON) || defined(DEF_KUMA_GAMBLE)
	void Clean_ProductionChart();
#endif

#ifdef DEF_KUMA_GAMBLE
	void Clean_GambleNormalItemChart();
	void Clean_GambleItemChart();
#endif
	//	--------------------------------------------------------------------------------
	//	DB Data Load
	//	--------------------------------------------------------------------------------
	bool LoadQuestLinkChart();				//	Duke	2004-08-03

	bool LoadDBData();

	bool Load_MapServerInfo();
	bool Load_MapServerNetInfo();

	bool Load_MapServerMapInfo();


	bool LoadLevelUP();
	bool LoadInitStat();
	bool LoadBaseNPC();				
	bool LoadRareEnchant();
	bool LoadSkill();
	bool LoadBaseItem();
	bool LoadSetItem();						//	Jason	2004-05-08
	bool LoadTitleChart();					//	Jason	2004-05-08
	bool LoadQuestItemChart();				//	Jason	2004-06-08
	
	bool LoadLinkMap();

	bool LoadUpgradeChart();
	bool LoadUpgradePercent();

	bool LoadNPCSellItem( int pMapLayer, int pMapID );	
	bool LoadQuestChart();

#ifdef DEF_SKILLDROP
	bool LoadSkillDropChart();
#endif

	bool LoadGuildSkillChart();				//Jason 2004-06-21	

#if defined(DEF_SPEEDHACK) || defined(DEF_KORSPEEDHACK)
	bool LoadHackingChart();				//	Jason 2004-09-20-china
#endif



#ifdef DEF_PRODUCTION_DECOMPOSITON
	bool LoadHalconChart();	
#endif

#if defined(DEF_PRODUCTION_DECOMPOSITON) || defined(DEF_KUMA_GAMBLE)
	bool LoadProductionChart();
#endif

#ifdef DEF_KUMA_GAMBLE
	bool LoadGambleNormalItemChart();
#endif
};


#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -