104 lines
2.0 KiB
C++
104 lines
2.0 KiB
C++
#pragma once
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#include <string>
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#include <toolkit/XFlag.h>
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#include "ItemBase.h"
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struct FieldPropBase
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{
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FieldPropBase()
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: nPropId( 0 )
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, nPropTextId( 0 )
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, nType( 0 )
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, nLocalFlag( -1 )
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, nCastingTime( 0 )
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, nUseCount( 0 )
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, nRegenTime( 0 )
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, nLifeTime( 0 )
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, nMinLevel( 0 )
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, nMaxLevel( 0 )
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, nLimit( 0 )
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, nLimitJobId( 0 )
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, nActivateSkillId( 0 )
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, nCollisionX( 0 )
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, nCollisionY( 0 )
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{
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nActivateId[ 0 ] = nActivateId[ 1 ] = 0;
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memset( nActivateValue, 0, sizeof( nActivateValue ) );
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memset( drop_info, 0, sizeof( drop_info ) );
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}
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int nPropId;
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int nPropTextId;
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int nType;
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int nLocalFlag;
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AR_TIME nCastingTime;
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int nUseCount;
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AR_TIME nRegenTime;
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AR_TIME nLifeTime;
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int nMinLevel;
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int nMaxLevel;
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enum LIMIT_FLAG
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{
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LIMIT_DEVA = (1 << 2), // 데바
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LIMIT_ASURA = (1 << 3), // 아수라
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LIMIT_GAIA = (1 << 4), // 가이아
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LIMIT_FIGHTER = (1 << 10), // 전사
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LIMIT_HUNTER = (1 << 11), // 헌터
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LIMIT_MAGICIAN = (1 << 12), // 마법사
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LIMIT_SUMMONER = (1 << 13), // 소환사
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};
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enum ACTIVATE_CHECK_TYPE
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{
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CHECK_TYPE_ITEM = 1,
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CHECK_TYPE_QUEST,
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CHECK_TYPE_SKILL,
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CHECK_TYPE_WEAR,
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CHECK_TYPE_SUMMON,
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CHECK_TYPE_PROP,
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CHECK_TYPE_MEMBER,
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CHECK_TYPE_EXIST_NEAR_MOB = 11,
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CHECK_TYPE_NON_EXIST_NEAR_MOB = 12,
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CHECK_TYPE_OWN_TACTICAL_POSITION = 13,
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CHECK_TYPE_NOT_OWNED_BATTLE_ARNEA_PROP = 14, // 배틀 아레나 프랍을 사용하려는 유저와 현재 프랍의 소유 상태가 서로 다른 팀일 때만 가능
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};
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int nLimit; // 사용제한
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int nLimitJobId;
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int nActivateId[2];
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int nActivateValue[2][2];
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int nActivateSkillId;
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struct DROP_ITEM_INFO
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{
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ItemBase::ItemCode code;
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int ratio;
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int min_count;
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int max_count;
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int min_level;
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int max_level;
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};
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DROP_ITEM_INFO drop_info[2];
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std::string strScript;
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int nCollisionX;
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int nCollisionY;
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};
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struct FieldPropSwitchingData
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{
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int prop_id;
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int switched_prop_id;
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};
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