⭐ 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

📄 gamelog.h

📁 奇迹世界 部分源代码奇迹世界 部分源代码奇迹世界 部分源代码
💻 H
字号:
#pragma once

#include "BaseLog.h"
#include "Player.h"
#include "SCItemSlot.h"

//牢镁飘矫 荤侩 焊籍沥焊
struct COMPOSITEMATERIAL
{
	int		nMaterialCode;
	WORD	wCntMaterial;
};

//酒捞袍芭贰矫 荤侩登绰 酒捞袍 沥焊
struct ITEMLOGINFO
{
	int		nItemCode;
	int		nItemSerial;
	int		nItemCount;
};

enum eREGULAR_LOGTYPE
{	
	REGULAR_SKILL = 0,
};


//Thread Argument
unsigned int __stdcall SkillWorkThread(void* pArg);


class GameLog : public BaseLog
{
public:
	GameLog(void);
	~GameLog(void);

private:
	ItemData		m_ItemData;
	ExpData			m_ExpData;
	CharData		m_SnapShotData;
	SessionData 	m_SessionData;
	ActionData		m_ActionData;

private:
	bool	SetItemInfo( ItemData* pData, SCItemSlot* pItemSlot );		//酒捞袍 扁夯沥焊甫 历厘茄促.
	bool	SetPlayerPosInfo( ItemData* pData, Player* pPlayer );		//敲饭捞绢狼 困摹沥焊(甘内靛, 困摹)甫 历厘茄促.
	void	SetOtherPlayerInfo( ItemData* pData, Player* pPlayer );		//ItemData狼 惑措规 沥焊甫 历厘茄促.


public:
	//////////////////////////////////////////////////////////////////////////
	// 版氰摹 肺弊 
	// 1. 饭骇诀 肺弊
	void WriteLevelUp( Player* pPlayer, int nServerCode, DWORD dwOldExp, DWORD dwNewExp, WORD wOldLevel, WORD wNewLevel );
	// 2. 饭骇 50捞惑矫 版氰摹 10殿盒 肺弊
	void WriteDivideExp( Player* pPlayer, int nServerCode, DWORD dwOldExp, DWORD dwNewExp, WORD wOldLevel, WORD wNewLevel, WORD wDivideCount );
	// 3. 版氰摹 眠啊/促款
	void WriteDownExp( Player* pPlayer, int nServerCode, DWORD dwTotalExp, DWORD dwChangeExp, WORD wLevel );

	//////////////////////////////////////////////////////////////////////////
	// 酒捞袍 肺弊
	// 1. 酒捞袍 靛酚(顶俊 冻崩) 苞 凛扁
	void WriteItemOwner( Player* pPlayer, int nServerCode, BOOL bPickUp, SCItemSlot* pItemSlot );
	// 2. 牢镁飘 己傍/角菩
	void WriteEnchantResult( Player* pPlayer, int nServerCode, BOOL bSuccess, SCItemSlot* pItemSlot, vector<COMPOSITEMATERIAL> vecMatInfo );
	// 3. NPC客狼 芭贰
	void WriteItemTradeWithNPC( Player* pPlayer, int nServerCode, BOOL bSell, SCItemSlot* pItemSlot, DWORD dwMoney );
	// 4. 酒捞袍 俺牢芭贰
	void WriteItemTradeWithPlayer( Player* pPlayer1, int nServerCode, BOOL bGive, SCItemSlot* pItemSlot, Player* pPlayer2 );
	// 5. 捣 俺牢芭贰
	void WriteMoneyTradeWithPlayer( Player* pPlayer1, int nServerCode, BOOL bGive, DWORD dwMoney, Player* pPlayer2 );
	// 6. 俺牢惑痢 芭贰
	void WriteItemVendorWithPlayer( Player* pPlayer1, int nServerCode, BOOL bSell, SCItemSlot* pItemSlot, DWORD dwMoney, Player* pPlayer2 );
	// 7. 酒捞袍 珐农诀
	void WriteItemRankUpResult( Player* pPlayer, int nServerCode, SCItemSlot* pItemSlot, DWORD dwMoney, BOOL bCreateSocket );
	// 8. 芒绊俊 嘎扁扁 / 茫扁
	void WriteItemMoveInWareHouse( Player* pPlayer, int nServerCode, BOOL bKeep, SCItemSlot* pItemSlot );
	// 9. 牢镁飘 矫档
	void WriteEnchantStart( Player* pPlayer, int nServerCode, vector<COMPOSITEMATERIAL> vecMatInfo );
	// 10. 阁胶磐 酒捞袍 靛而
	void WriteMonsterItemDrop( int nServerCode, SCItemSlot* pItemSlot, DWORD dwMonsterCode, DWORD dwMonsterLevel, int nMapCode,
		int nPosX, int nPosY, int nPosZ );
	// 11. 酒捞袍 俺牢芭贰 夸没 / 铰牢 / 夸没芭何
	void WriteItemTradeStatus( Player* pPlayer1, int nServerCode, Player* pPlayer2, int nType );
	// 12. 俺牢惑痢 俺汲/企尖
	void WriteItemVendorStatus( Player* pPlayer, int nServerCode, BOOL bOpen );
	// 13. 俺牢惑痢 焊扁
	void WriteViewItemVendor( Player* pPlayer1, int nServerCode, Player* pPlayer2 );
	// 14. 芒绊 沥焊
	void WriteWareHouseInfo( Player* pPlayer, int nServerCode, SCItemSlot* pItemSlot, DWORD dwMoney );
	// 15. 俺牢惑痢 沥焊
	void WriteVendorInfo( Player* pPlayer, int nServerCode, SCItemSlot* pItemSlot, DWORD dwMoney );
	// 16. 珐农诀 矫档
	void WriteItemRankUpStart( Player* pPlayer, int nServerCode, POSTYPE pos1, POSTYPE pos2 );

	//////////////////////////////////////////////////////////////////////////
	// 蜡历咀记 肺弊
	// 1. 何劝 肺弊
	void WritePlayerResurrection( Player* pPlayer, int nServerCode, DWORD dwExp, int nMapCode, int nPosX, 
		int nPosY, int nPosZ );
	// 2. 荤噶 肺弊
	void WritePlayerDead( Player* pPlayer, int nServerCode, DWORD dwExp, int nMapCode, int nPosX, 
		int nPosY, int nPosZ );
	// 3. 肺弊牢矫 牢亥配府 沥焊 巢扁扁
	void WriteInvenInfoOnLogin( Player* pPlayer, int nServerCode );
	// 4. 胶泡荤侩 肺弊
	void WriteUseStat( Player* pPlayer, int nServerCode, byte byStatType );
	// 5. 某腐磐 积己 
	void WriteCharacter( Player* pPlayer, int nServerCode, BOOL bCreate );
	// 6. 付阑肺 捞悼
	void WriteMoveVillage( Player* pPlayer, int nServerCode, int nMapCode );
	// 7. 胶懦饭骇诀
	void WriteSkillLevelUp( Player* pPlayer, int nServerCode, int nSkillCode, BOOL bLevelUp );

	//////////////////////////////////////////////////////////////////////////
	// 技记 肺弊 
	// 4. 某腐磐 辆丰
	void WriteCharConnect( Player* pPlayer, int nServerCode );

	// 胶忱鸡 肺弊 
	void WriteSnapShot( Player* pPlayer, int nServerCode );

	//////////////////////////////////////////////////////////////////////////
	// 沥扁利牢 霸烙肺弊
	void StartRegularLog( int nLogType );


	//////////////////////////////////////////////////////////////////////////
	// 沥扁利牢 霸烙肺弊 静饭靛
	friend unsigned int __stdcall SkillWorkThread(void* pArg);

};

⌨️ 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 + -