📄 gamelog.h
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#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);
};
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