捕鱼达人源代码下载及解析一
cmd_fish.h
//cmd_fish头文件源代码
#ifndef CMD_FISH_HEAD_FILE
#define CMD_FISH_HEAD_FILE
//////////////////////////////////////////////////////////////////////////
//公共宏定义
#define KIND_ID 2009 //游戏 I D
#define GAME_PLAYER 4 //游戏人数
#define GAME_NAME TEXT("深海捕鱼") //游戏名字
#define IDI_ADD_FISH 1
#define IDI_CHANGE_SCENE 2
#define IDI_SCENE_ADD_FISH 3
#define TIME_ADD_FISH 6000
#define TIME_CHANGE_SCENE 100
#define SUB_S_BUY_BULLET 100
#define SUB_S_FIRE 101
#define SUB_S_CAPTURE 102
#define SUB_S_ADD_FISH 103
#define SUB_S_SCENE_ADD_FISH 104
#define SUB_S_CHANGE_CANNON 105
#define SUB_S_CHANGE_SCENE 106
#define SUB_S_ACCOUNT 107
#define SUB_C_BUY_BULLET 120
#define SUB_C_FIRE 121
#define SUB_C_CAPTURE 122
#define SUB_C_CHANGE_CANNON 123
#define SUB_C_ACCOUNT 124
//////////////////////////////////////////////////////////////////////////
#define MAX_CAPTURE_STRUCT 50
//////////////////////////////////////////////////////////////////////////
struct FishNetObject
{
int nID;
int nStyle; // 0 1 ... 11
int nPath; // 0 - 10
WORD wFollowX;
WORD wFollowY;
};
struct RoleNetObject
{
int nID;
int nBonus;
int nCannonStyle; // 0 1 2 3 4 5
int nBulletStyle; // 0 1 2
int nBulletCount;
};
struct CMD_S_StatusFree
{
int nScene;
RoleNetObject Role[GAME_PLAYER];
};
struct CMD_C_BUY_BULLET
{
int nStyle;
int nCount;
int nOldStyle;
int nOldCount;
};
struct CMD_S_BUY_BULLET
{
bool bSuccess;
int nChairID;
int nStyle;
int nCount;
};
struct CMD_C_FIRE
{
int nStyle;
float fRote;
};
struct CMD_S_FIRE
{
bool bSuccess;
int nChairID;
int nStyle;
float fRote;
};
struct CMD_S_ADD_FISH
{
FishNetObject Fish[20];
};
struct CMD_S_SCENE_ADD_FISH
{
FishNetObject Fish[50];
};
struct CMD_C_CHANGE_CANNON
{
int nStyle;
};
struct CMD_S_CHANGE_CANNON
{
int nChairID;
int nStyle;
};
struct CMD_C_CAPTURE
{
int nFishID;
int nFishStyle;
};
struct CMD_S_CAPTURE
{
bool bSuccess;
int nChairID;
int nBonus;
int nFishID;
};
struct CMD_C_GROUP_CAPTURE
{
BYTE cbCount;
CMD_C_CAPTURE Capture[MAX_CAPTURE_STRUCT];
};
struct CMD_S_GROUP_CAPTURE
{
BYTE cbCount;
CMD_S_CAPTURE Capture[MAX_CAPTURE_STRUCT];
};
struct CMD_S_CHANGE_SCENE
{
int nScene;
};
struct CMD_C_ACCOUNT
{
bool bSuccess;
};
struct CMD_S_ACCOUNT
{
bool bSuccess;
int nChairID;
};
//////////////////////////////////////////////////////////////////////////
#endif
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