#pragma once #include "DBFile.h" #include class ItemExtendedCostentry : public CDBFile { public: ItemExtendedCostentry(); virtual bool Load(const char* pcName); // 目前道具只开放, ITEM1 和ITENCOUNT1 这2个数据段, // 其他的有关道具的 ITEM2,ITEM3,ITEM4,ITEM5 以及ItemCount1, ItemCount2, ItemCount3,ItemCount4,ItemCount5 // 等字段预留. 如果需要, 客户度也需要相应的修改 struct ItemExtendeData { ItemExtendeData() { Costentry = 0; Honor = 0; Gold = 0; Yuanbao = 0; arena = 0; Guild_Contribute = 0; Guild_Score = 0; Item1 = 0; Item2 = 0; Item3 = 0; Item4 = 0; Item5 = 0; ItemCount1 = 0; ItemCount2 = 0; ItemCount3 = 0; ItemCount4 = 0; ItemCount5 = 0; } ui32 Costentry ; UINT Honor ; UINT Gold; UINT Yuanbao; UINT arena ; UINT Guild_Score; UINT Guild_Contribute; ui32 Item1,Item2,Item3,Item4,Item5; ui32 ItemCount1,ItemCount2,ItemCount3,ItemCount4,ItemCount5; }; ItemExtendeData* GetItemExtende(ui32 Costentry); protected: std::map m_ItemExtende; private: }; struct SetCountSpell { uint32 SpellID; uint32 itemscount; }; struct stItemSetSingel { uint8 entry; std::string name; uint8 flag; uint32 itemID[8]; SetCountSpell spell[8]; uint32 requireskillID; uint32 requireskillamt; }; class ItemSetDB : public CDBFile { virtual bool Load(const char* pcName); public: bool GetItemSetSingel(uint32 ItemEntry, stItemSetSingel& itemset); protected: std::vector m_vItemSet; }; extern ItemSetDB* g_ItemSetDB;