Files
Sun1602/Client/GameClient/Interface/uiBattleZoneCreate/uiBattleZoneCreate_def.h
T
2022-10-26 12:25:11 +08:00

146 lines
3.6 KiB
C++

#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
//주의:vRoomCode와 vRoomDescCode 순서는 항상 맞춰야합니다.
#ifdef _CN_EXCECPT_MISSION
//no operation
#else
vRoomCode.push_back(640); // 미션
#endif//_CN_EXCECPT_MISSION(미션선택제거)
vRoomCode.push_back(685); // PVP
#ifndef _EXCECPT_HUNTING_001011
vRoomCode.push_back(604); // 경쟁 헌팅
#endif
#ifdef _CN_EXCECPT_MISSION
//no operation
#else
vRoomDescCode.push_back(594); // 미션 설명
#endif//_CN_EXCECPT_MISSION(미션선택제거)
vRoomDescCode.push_back(597); // PVP 설명
#ifndef _EXCECPT_HUNTING_001011
vRoomDescCode.push_back(596); // 경쟁 헌팅 설명
#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<int> vRoomCode;
std::vector<int> 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, // 야수의 숲
eMAP_IDENTY_UNDERWAY, // 지하수로
eMAP_IDENTY_FROZENPALACE, // 설원
eMAP_IDENTY_HILLOFDRAGON, // 화산
eMAP_IDENTY_MAX,
// 아직 추가 되지 않은 상태.
eMAP_IDENTY_GRAVEYARD, // 공동묘지
eMAP_IDENTY_TOWEROFREGEND, // 헬론의 성
};
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__