#ifndef __UIBATTLEZONECREATE_DEFINE_H__ #define __UIBATTLEZONECREATE_DEFINE_H__ //------------------------------------------------------------------------------ enum { eCHKMAP_CODE_MISSION = 0, eCHKMAP_CODE_HUNTING = 1000, eCHKMAP_CODE_PVP = 20000, eCHKMAP_CODE_CHUNTING = 40000, eCHKMAP_CODE_MAX, }; /// mapType enum { eCHKMAP_FOREST=0, eCHKMAP_UNDERWAY, eCHKMAP_FROZENPALACE, eCHKMAP_VALLYOFDRAGON, eCHKMAP_PUBLIC_CEMETERY, eCHKMAP_HELLON_TOWER, eCHKMAP_TUTORIAL, eCHKMAP_MAX, eCHKMAP_THE_EARTH_OF_TREES_SHADOW=eCHKMAP_MAX, eCHKMAP_REST_AREA_OF_SPIRITS, eCHKMAP_BOALESS_MOUNTAIN_CHAIN, eCHKMAP_VALLY_OF_LIFE, eCHKMAP_EP2_MAX, }; /// roomType enum eCREATE_BATTLE_TYPE { #ifdef _CN_EXCECPT_MISSION //no operation #else eCREATE_BATTLE_MISSION_TYPE = 0, #endif//_CN_EXCECPT_MISSION eCREATE_BATTLE_PVP_TYPE, #ifndef _EXCECPT_HUNTING_001011 eCREATE_BATTLE_CHUNTING, #endif eCREATE_BATTLE_MAX }; class uicBattleZoneCreate_Configs { public: uicBattleZoneCreate_Configs() { clear(); } ~uicBattleZoneCreate_Configs() { vRoomCode.clear(); vRoomDescCode.clear(); } void clear() { ZeroMemory (&strTitle, MAX_ROOMTITLE_LENGTH-1); ZeroMemory (&strPassword, MAX_ROOMPASSWORD_LENGTH-1); #ifdef _CN_EXCECPT_MISSION roomType = eCREATE_BATTLE_PVP_TYPE; #else roomType = eCREATE_BATTLE_MISSION_TYPE; #endif//_CN_EXCECPT_MISSION //ÁÖÀÇ:vRoomCode¿Í vRoomDescCode ¼ø¼­´Â Ç×»ó ¸ÂÃç¾ßÇÕ´Ï´Ù. #ifdef _CN_EXCECPT_MISSION //no operation #else vRoomCode.push_back(640); // ¹Ì¼Ç #endif//_CN_EXCECPT_MISSION(¹Ì¼Ç¼±ÅÃÁ¦°Å) vRoomCode.push_back(685); // PVP #ifndef _EXCECPT_HUNTING_001011 vRoomCode.push_back(604); // °æÀï ÇåÆÃ #endif #ifdef _CN_EXCECPT_MISSION //no operation #else vRoomDescCode.push_back(594); // ¹Ì¼Ç ¼³¸í #endif//_CN_EXCECPT_MISSION(¹Ì¼Ç¼±ÅÃÁ¦°Å) vRoomDescCode.push_back(597); // PVP ¼³¸í #ifndef _EXCECPT_HUNTING_001011 vRoomDescCode.push_back(596); // °æÀï ÇåÆÃ ¼³¸í #endif minLevel = 1; fix_minLevel = minLevel; maxLevel = 100; fix_maxLevel = maxLevel; peopleType = 9; fix_peopleType = peopleType; mapType = eCHKMAP_FOREST; classLimit = eCLASS_ALL; } TCHAR strTitle[MAX_ROOMTITLE_LENGTH]; TCHAR strPassword[MAX_ROOMPASSWORD_LENGTH]; WORD roomType; WORD peopleType; WORD fix_peopleType; std::vector vRoomCode; std::vector vRoomDescCode; WORD minLevel; WORD fix_minLevel; WORD maxLevel; WORD fix_maxLevel; WORD mapType; eCLASS_TYPE classLimit; MAPCODE mapCode; }; enum eMAP_IDENTY_VALUE { eMAP_IDENTY_FOREST = 0, // ¾ß¼öÀÇ ½£ eMAP_IDENTY_UNDERWAY, // ÁöÇϼö·Î eMAP_IDENTY_FROZENPALACE, // ¼³¿ø eMAP_IDENTY_HILLOFDRAGON, // È­»ê eMAP_IDENTY_MAX, // ¾ÆÁ÷ Ãß°¡ µÇÁö ¾ÊÀº »óÅÂ. eMAP_IDENTY_GRAVEYARD, // °øµ¿¹¦Áö eMAP_IDENTY_TOWEROFREGEND, // Çï·ÐÀÇ ¼º }; struct stCHuntingMap { MAPCODE MapCode; int iRequireMinLV; }; extern const int c_iZONE_CREATE_ROOMTYPES[]; extern const int c_iZONE_CREATE_ROOMTYPES_DESCS[]; const int c_iDefaultRoomNameStartIndex_Mission = 1941; const int c_iDefaultRoomNameStartIndex_CHunting = 1961; const int c_iDefaultRoomNameStartIndex_PVP = 1981; const int c_iDefaultRoomNameNumMax = 19; //------------------------------------------------------------------------------ #endif // __UIBATTLEZONECREATE_DEFINE_H__