2019-07-10 18:02:42 +08:00

265 lines
4.3 KiB
C
Executable File

#pragma once
enum SocketFrom_e
{
SF_GameGate,
};
enum InnerMesssage_e
{
IM_ClientSocketDisconnect = 100,
IM_PlayerOffline,
IM_ExecGM,
IM_DBSConnDisconnect,
IM_BSConnDisconnect,
IM_LoadConfig,
IM_HttpResponse,
};
//网络处理对象
enum NetHandler_e
{
HID_Player,
HID_PlayerMgr,
HID_Room,
HID_RoomMgr,
HID_GGListener,
};
enum PlayerState_e
{
PS_None
};
enum VirtualItemId_e
{
VID_Item_Gold = 50001,
VID_Item_Exp = 50002,
VID_Soul_Stone = 50018,
VID_Pickaxe = 50019
};
enum SyncData_e
{
SYNC_Data_Exp = 0,
};
enum DoorState_e
{
DoorStateClose = 0,
DoorStateOpen = 1
};
enum GasMode_e
{
GasInactive = 0,
GasStarted = 1,
};
enum ActionType_e
{
AT_None = 0,
AT_Reload = 1,
AT_UseItem = 2,
AT_Relive = 3,
AT_Rescue = 4
};
enum InventorySlot_e
{
IS_9MM = 0,
IS_556MM = 1,
IS_762MM = 2,
IS_12GAUGE = 3,
IS_RPG = 4,
IS_FRAG = 5,
IS_SMOKE = 6,
IS_HEALTHKIT = 7,
IS_PAIN_KILLER = 8,
IS_TANK = 9,
IS_1XSCOPE = 12,
IS_2XSCOPE = 13,
IS_4XSCOPE = 14,
IS_8XSCOPE = 15,
IS_15XSCOPE = 16,
IS_END
};
enum SkillType_e
{
ST_Hide = 1,
ST_SummonHero = 2,
ST_Accelerate = 3,
ST_DamageAdd = 4,
ST_DefAdd = 5,
ST_RecoverHP = 6,
ST_ReflectDamage = 7,
ST_SelfDetonate = 8
};
enum SkillCond_e
{
SC_Active = 1,
SC_Passive = 2
};
enum VirtualWeapon_e
{
VW_SafeArea = 9000000,
VW_Spectate = 9000001,
VW_SelfDetonate = 9000002,
VW_Mine = 9000003,
};
enum VirtualPlayer_e
{
VP_SafeArea = 9000000,
VP_Spectate = 9000001,
VP_SelfDetonate = 9000002,
VP_Mine = 9000003,
};
enum EquipAttr_e
{
EA_View = 1, //客户端用
EA_ShotRange = 2,
EA_Volume = 3,
EA_AutoAngle = 4, //客户端用
EA_BulletAngle = 5,
EA_Atk = 6,
EA_Def = 7,
EA_Speed = 8,
EA_End
};
enum EntityType_e
{
ET_None = 0,
ET_Player = 1,
ET_Obstacle = 2,
ET_Building = 3,
//ET_LootSpawner = 4,
ET_Loot = 5,
//ET_DeadBody = 6,
//ET_Decal = 7,
//ET_Projectile = 8,
ET_Smoke = 9,
ET_Hero = 10,
ET_Bullet = 20,
ET_Android = 30,
ET_MAX
};
enum EntitySubType_e
{
EST_None = 0,
EST_Player = 1,
EST_Android = 2,
};
enum SkillTarget_e
{
ST_All = 0,
ST_Self = 1,
ST_FriendlyIncludeSelf = 2,
ST_FriendlyExcludeSelf = 3,
ST_EnemySingle = 6,
ST_EnemyGroup = 7,
ST_EnemyAndObject = 8,
ST_EnemyAndSelf = 9
};
enum BuffTriggerType_e
{
BTT_UseSkill = 1, //技能释放时触发
BTT_Kill = 2, //击杀敌方后触发
BTT_SkillHit = 3, //技能命中触发
BTT_OtherBuff = 4,//其他buff触发
BTT_UseItem = 6 //使用道具触发
};
enum BuffEffectType_e
{
BET_Begin = 0,
BET_ChgAttr = 1, //改变属性
BET_Vertigo = 2, //眩晕
BET_Unuse = 3, //
BET_LastBurn = 4, //持续灼烧
BET_Invincible = 5, //无敌
BET_Hide = 6, //隐身
BET_Dcgr = 7, //电磁干扰
BET_ReleaseDcgr = 8, //释放电磁干扰
BET_ReleaseFireBomb = 9, //喷火
BET_End
};
enum SkillFunc_e
{
Skill_FuncNone = 0,
Skill_Jump = 1,
Skill_Shot = 2,
Skill_SummonObject = 3,
Skill_FuncEnd
};
enum HumanAttrType_e
{
HAT_Begin = 0,
HAT_Hp = 1,
HAT_HPRecover = 2,
HAT_Atk = 3,
HAT_Def = 4,
HAT_Speed = 5,
HAT_ShotRange = 6,
HAT_ShotSpeed = 7,
HAT_ReloadSpeed = 8,
HAT_End
};
const char* const PROJ_NAME_FMT = "game%d_gameserver";
const char* const PROJ_ROOT_FMT = "/data/logs/%s";
const float TEN_W = 10000 * 10;
const int SYS_RESET_TIME = 2*60; //每日两点重置
const int DEF_WEAPON_ID = 12103;
const int SERVER_FRAME_RATE = 20;
const int SYNC_FRAME_RATE = 10;
const float FRAME_RATE_MS = 1000.0f / SERVER_FRAME_RATE;
const int MAX_WEAPON_NUM = 5;
const int MAX_SKIN_LV = 9;
const int GUN_SLOT0 = 0;
const int GUN_SLOT1 = 1;
const int GUN_SLOT2 = 2;
const int FRAG_SLOT = 3;
const int SMOKE_SLOT = 4;
const int MAP_HEIGHT = 1536;
const int MAP_WIDTH = 1536;
const int MAP_CELL_WIDTH = 64 * 8;
const int MAP_GRID_WIDTH = 64;
const int DOOR_THING_ID = 61701;
const int FIGHTING_MODE_BULLET_NUM = 10000 * 10000;
const int MAX_NODE_ID = 8;
const int MAX_INSTANCE_ID = 500;
const int MAX_TEAM_NUM = 4;
const int WEAPON_SLOT = 0;
const int ROOM_MAX_PLAYER_NUM = 10;