#pragma once #include "C2S.h" namespace MSG_C2S { // 拾取道具 struct stMSG_AutoStore_Loot_Item : public PakHead { stMSG_AutoStore_Loot_Item(){ wProNO = LOOT_AUTOSTORE_ITEM; } uint8 lootSlot; CPacketSn& Sn(CPacketSn& cps) const { PakHead::Sn(cps); cps << lootSlot; return cps; } CPacketUsn& Usn(CPacketUsn& cpu) { PakHead::Usn(cpu);cpu >> lootSlot; return cpu; } }; // 放弃拾取 struct stLoot_Release : public PakHead { stLoot_Release(){ wProNO = LOOT_RELEASE; } uint64 guid; CPacketSn& Sn(CPacketSn& cps) const { PakHead::Sn(cps); cps << guid; return cps; } CPacketUsn& Usn(CPacketUsn& cpu) { PakHead::Usn(cpu);cpu >> guid; return cpu; } }; struct stLoot_Master_Give : public PakHead { stLoot_Master_Give(){ wProNO = LOOT_MASTER_GIVE; } uint64 creatureguid, target_playerguid; uint8 slotid; CPacketSn& Sn(CPacketSn& cps) const { PakHead::Sn(cps); cps << creatureguid<> creatureguid>>target_playerguid>>slotid; return cpu; } }; // 点击开始拾取 struct stMsg_Loot : public PakHead { stMsg_Loot(){ wProNO = LOOT; } uint64 guid; CPacketSn& Sn(CPacketSn& cps) const { PakHead::Sn(cps); cps << guid; return cps; } CPacketUsn& Usn(CPacketUsn& cpu) { PakHead::Usn(cpu);cpu >> guid; return cpu; } }; // 设置是否自动拾取 struct stLoot_Set_Auto_Pass : public PakHead { stLoot_Set_Auto_Pass(){ wProNO = LOOT_SET_AUTO_PASS; } ui8 on; CPacketSn& Sn(CPacketSn& cps) const { PakHead::Sn(cps); cps << on; return cps; } CPacketUsn& Usn(CPacketUsn& cpu) { PakHead::Usn(cpu);cpu >> on; return cpu; } }; // 开始拾取rool struct stMsg_Loot_Roll : public PakHead { stMsg_Loot_Roll(){ wProNO = LOOT_ROLL; } uint64 creatureguid; uint32 slotid; uint8 choice; uint32 mapid; uint32 instanceid; CPacketSn& Sn(CPacketSn& cps) const { PakHead::Sn(cps); cps << creatureguid << slotid << choice << mapid << instanceid; return cps; } CPacketUsn& Usn(CPacketUsn& cpu) { PakHead::Usn(cpu);cpu >> creatureguid >> slotid >> choice >> mapid >> instanceid; return cpu; } }; // 拾取金币 struct stLoot_Money : public PakHead { stLoot_Money(){ wProNO = LOOT_MONEY; } }; }