?? deathcontend.h
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#include "version.h"#ifdef _DEATH_CONTEND//團隊人物名單typedef struct { int use; char cdkey[64]; char name[64];}PkTeamMans;//戰(zhàn)斗紀錄typedef struct { int use; int teamnum; int flg; //0 1}BattleHistorys;#define MAXTEAMMANNUM 5 //隊伍最高人數(shù)#define MAXBATTLENUM 100 //隊伍最高戰(zhàn)斗紀錄#define MAXTEAMNUM 1000#define DEFMAXBATTLENUM 50 //最高決斗場次#define DEFWINSCORE 90#define DEFLOSERATE 0.4//決斗參賽隊伍infotypedef struct _tagPkTeamLists{ int use; //flg int teamnum; //隊伍序號 char teamname[64]; //隊伍名稱 char pathdir[64]; //隊伍資料目錄 char leadercdkey[64]; //隊長CDKEY int win; //勝 int lost; //負 int battleplay; //總場次 int score; int inside; //錄取旗標 int read; PkTeamMans MyTeamMans[MAXTEAMMANNUM]; BattleHistorys BHistory[MAXBATTLENUM];}PkTeamLists;#define MAXJOINTEAM 40#define MAXWATCHMAP 16typedef struct { int use; int teamnum; char cdkey[256]; char name[256]; int toindex; int fd;}JoinTeamList;typedef struct _tagPKProcedureRow{ int use; int time; int type; JoinTeamList Team[2];}PKProcedures;enum{ PKTYPE_NONE=0, //無 PKTYPE_WAIT, //等待其他隊伍加入 PKTYPE_STANDBY, //準備對戰(zhàn)等待時間 PKTYPE_PK, //對戰(zhàn)中};void del_rn( char *s );void PKLIST_ResetOneTeamMan( int ti ); //重置隊員名單void PKLIST_ResetOneBHistory( int ti ); //重置對戰(zhàn)名單void PKLIST_ResetOnePkTeamList( int ti ); //重置參賽隊伍資料int PKLIST_InitPkTeamList( int teamnum ); //重置int PKLIST_GetPkTeamListArray( int teamnum, char *cdkey);int PKLIST_GetPkTeamListArrayFromNum( int teamnum);//確認重復(fù)約戰(zhàn)BOOL PKLIST_CHECKPkTeamSame( int teamnum, int charaindex, char *cdkey, int toteamnum );//確認對戰(zhàn)場數(shù)int PKLIST_CHECKPkTeamNew( int teamnum, int charaindex, char *cdkey );//LOAD DATABOOL PKLIST_LoadPkTeamListDataSub( int ti, char *data);BOOL PKLIST_LoadPkTeamListDataMyTeamMans( int ti, char *data);BOOL PKLIST_LoadPkTeamListDataBHistory( int ti, char *data);//BOOL PKLIST_LoadPkTeamListData( char *data); //處理ac送來的 pklistBOOL PKLIST_LoadPkTeamListData(void); // 改成讀檔void PKLIST_SavePkTeamListData(void);void PKLIST_LoadInitPkTeamListData(void); // 讀取最原始的參賽名單void PKLIST_UpData(char *mycdkey,char *tocdkey,int menum,int tonum,int winer,int flg);int PKLIST_GetOneBHistory( int ti );int PKLIST_SetOneBHistory( int ti, int hi, int use, int teamnum, int flg );int PKLIST_UpdateOnePkTeamData( int ti, int forti, int winerflg);void PKLIST_InsertTeamNum( int charaindex );BOOL PKLIST_GetTeamLeaderCdkey( int teamnum, char *buf);void PKLIST_ShowPkListTeamData( void);int NPC_PKLIST_Finish_Exit( int menum, int tonum, int winside, int battlemap);BOOL PKLIST_HandleChartsMess( int fd, char *data, int type, int flg);BOOL PKLIST_GetChartsListData( int ti, char *data, int sizes );BOOL PKLIST_GetMyPKListTeamData( int teamnum, char *data, int sizes );/*BOOL PKLIST_CheckPKSameTeam( int charaindex );BOOL PKLIST_JoinPKProcedures( int charaindex );void PKLIST_DelPKProcedures( int ti, int side );void PKLIST_CheckPKProcedures( void );void PKLIST_CheckPKProcedures_PKTYPEWAIT( int ti);void PKLIST_CheckPKProcedures_PKTYPESTANDBY( int ti);*///賽程void PKLIST_DelPKProcedures( int ti, int side, int type);BOOL PKLIST_CheckPklistInServerMap( int ti, int side);BOOL PKLIST_CheckPKSameTeam( int charaindex );BOOL PKLIST_CheckPKReapetTeam( int menum, int tonum);BOOL PKLIST_JoinPKProcedures( int charaindex );void PKLIST_CheckTeamBeEnable( void);void PKLIST_warp( int ti, int side, int fl, int x, int y );void NPC_PKLIST_PlayerLogout_Exit( int charaindex );int PKLIST_GetPKProcedureArray( int menum );BOOL PKLIST_CheckLOCKTeam( int menum);void PKLIST_LOCKTeam( int menum);void PKLIST_UNLOCKTeam( int menum);void PKLIST_Sort_PKListSort( void);//正式賽typedef struct _tagArrangeBattle{ int use; int fl; int code; int teamnum; int type; //0 NULL // 1 in battle int time; char teamname[256]; int toindex; struct _tagArrangeBattle *next[2]; struct _tagArrangeBattle *top;}ArrangeBattleC;#define MAXBAFLOOR 20#define MAXNOWBATTLE 128#define MAXBAHEAD 16#define MAXBATTLEPAGE MAXJOINTEAMvoid ABATTLE_InitABattle( int maxnums );int ABATTLE_CreateNet( ArrangeBattleC *now, int ti, int fl, int maxfl);void ABATTLE_ShowNet( ArrangeBattleC *now, int fl);void ABATTLE_ShowBattlefromFl( int ti, int fl);ArrangeBattleC *ArrangeBattleC_getNew( void);BOOL ABATTLE_InsertBattle( ArrangeBattleC *aB); //排入賽程void ABATTLE_EnterBattle( ArrangeBattleC *aB); //入圍void ABATTLE_EliminateBattlefromFl( ArrangeBattleC *aB);//剔除BOOL ABATTLE_CheckInABattle( int ti);//確認賽程戰(zhàn)斗狀態(tài) 包含時間int ABATTLE_FindBattlefromFl( int ti, int fl); //找尋可加入賽程隊伍組合void ABATTLE_CheckBattlefromFl(int charindex, int ti,int battleindex); //確認層次是否完成 且 排置賽程int ABATTLE_CheckBattlefromFl_sub(int charindex, int ti, int fl,int battleindex); //確認層次是否完成ArrangeBattleC *ABATTLE_getInBattle( int teamnum); //取得賽程head form teamnumvoid ABATTLE_MakeInABattleString( void); //制作賽程字串BOOL PKLIST_GetABattlelistDataString( int ti, int *tindex, int *stime, char *buf1, char *buf2, char *buf3, int flg);//取得賽程字串ArrangeBattleC *ArrangeBattleC_getInBattleArray( int ti);void ABATTLE_RecordBattle( int ti, char *buf1, char *tstr1,char *buf2, char *tstr2);void remove_r( char *s );void ABATTLE_GetRecordBattle( void);#endif
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