📄 goods_obj.h
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#ifndef GAMECITY_GOODS_OBJ_H
#define NONE -1
#define Shop_MAX 50
#define User_name_size 20
#define GoodsObj_name_size 40
#define Words_name_size 30
#define Goods_st_size 30
#define Body_st_size 10
#define Market_st_size 8
#define Goods_MAX 1550
#define Words_MAX 80
#define Goods_Box_size 60
#define Map_Human_MAX 10
#define Dust_MAX 50
#define Dust_TimeLife 90
#define Dust_Ran_MAX 5
class GoodsShop{
public:
int m_id;
char m_GoodsList[4089];
void init(int id,char *goodslist){
m_id=id;
strcpy(m_GoodsList,goodslist);
}
};
class GoodsAtt{
public:
int attend;
int magic;
int sinew;
int dexterity;
int adroit;
int luck;
GoodsAtt();
void init(void){
GoodsAtt();
}
};
struct GoodsEffect{
int m_HP;
int m_MP;
int m_SP;
};
class GoodsWord{
public:
int id;
char ahead[Words_name_size+1];
char after[Words_name_size+1];
GoodsAtt att;
GoodsWord(){
id=NONE;
ahead[0]='\0';
after[0]='\0';
}
};
class GoodsObj {
public:
unsigned int m_gid;
char m_name[GoodsObj_name_size+1];
unsigned int m_money;
int m_use_flag;
int m_market_flag;
int m_sell_flag;
unsigned int m_level;
unsigned int m_pattern;
bool m_ext;
GoodsEffect m_effect;
GoodsAtt m_att;
GoodsAtt m_confine;
void init(char **row);
};
class User_Goods_ST {
public:
int m_gid;
char m_ext_name[User_name_size+1];
char m_color[10];
int m_ahead;
int m_after;
unsigned int m_lag;
GoodsAtt m_att;
GoodsAtt m_this_att;
int m_x;
char m_this_name[200]; //返回name
char m_this_full_att[400];
void SetGoods(int gid,const char *ext_name,char *color,int lag,int ahead,int after,int x,GoodsAtt att);
void SetFullName(void);
void SetFullATT(void);
void Get_Goods_Full_ATT(void);
void init(void);
User_Goods_ST(){
init();
}
};
class User_BOX {
public:
int id;
unsigned int user_id;
char user_name[User_name_size+1];
char nick_name[Words_name_size+1];
char m_Sex[5] ;
unsigned int Level;
unsigned int Exp;
bool Vip_flag;
int HP;
int MP;
int SP;
int Money;
int State;
int Today_flag;
bool MarketOK;
bool SwapOK; // kbird
char MarketPlayer[User_name_size+1];
int MarketBOX[Market_st_size+1];
int time_SP ;
GoodsAtt baseAtt;
GoodsAtt addAtt;
User_Goods_ST m_body[Body_st_size];
User_Goods_ST m_st[Goods_st_size];
void init(int sid,int userid,const char *username,const char *nickname,bool vipflag,char *mysex,char **row);
int Find_Empty_ST(void);
int Empty_ST_Count(void);
bool Use_Goods(int st);
bool Drop_Goods(int st);
bool Add_Goods(int gid,const char *ext_name,int lag,char *color,int ahead,int after,int x,GoodsAtt att);
bool Swap_Goods(int st1,int st2);
bool Move_Goods_TO_Empty(User_Goods_ST tmpST);
bool Move_Goods_TO_Site(User_Goods_ST tmpST,int st);
int MoneyOperate(int money);
int Change_Body_State(int state);
void UnDefine_Emend(char *goodstr);
void MarketBoxInit(void);
};
class Scene_Dust {
public:
bool show_flag;
unsigned int mapX;
unsigned int mapY;
unsigned int lifetime;
User_Goods_ST dust;
void init(void);
Scene_Dust(){
init();
}
};
void Define_Emend(char *emend,GoodsAtt *att);
void Define_Goods_Lib(char *goods,User_Goods_ST lib[],int size);
void Define_OLD_Body_Goods_Lib(char *goods,User_Goods_ST lib[]);
void Define_OLD_Goods_Att(char *var1,char *var2,User_Goods_ST *lib);
void mytrace(const char *str,int level);
extern GoodsObj GoodsDB[];
extern GoodsWord GoodsWordS[];
extern GoodsShop GoodsShopS[];
#endif
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