📄 basedata.h
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////////////////////////////////////////////////////////////////////////////////////////
//
// 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
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