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📄 rpgsettingdata.cc

📁 五行MMORPG引擎系统V1.0
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//RPGSetting.cc
/*/////////////////////////////////////////////////////////////////
RPG游戏全局配置表
	升级经验映射表
	

   李亦
	liease@163.com 4040719
	2006-7-13
/*/////////////////////////////////////////////////////////////////

#include "platform/platform.h"
#include "rpg/RPGSetting.h"
#include "rpg/RPGDefine.h"
#include "rpg/RPGPlayerAux.h"
#include "rpg/gobjects/GPlayer.h"
#include "console/macroManager.h"


namespace RPG
{


RPGSetting::GoodsArrayInfo RPGSetting::ms_arGoodsArrayInfos[GGAR_AMOUNT]=
{
	//与 enum ERPGGoodsArrayTypes 定义一致

	//pObjectName		sOffset	uBase	uAmount
	{	Offset(m_arEquipments,	GPlayer),	0,								EQUIP_SLOTARMING_NUM},//
	{	Offset(m_arEquipments,	GPlayer),	EQUIP_SLOTARMING_NUM,	EQUIP_SLOTADORN_NUM},//

	{	Offset(m_arBagGoods,		GPlayer),	0,								BAG_SLOTNUM},//
	{	Offset(m_arBagGoods,		GPlayer),	0,								BAG_SLOTNUM},//
	{	Offset(m_arBagGoods,		GPlayer),	0,								BAG_SLOTNUM},//
	{	Offset(m_arBagGoods,		GPlayer),	0,								BAG_SLOTNUM},//

	{	Offset(m_arActions,		GPlayer),	ACTION_BASE_INDEX,		ACTION_BASE_AMOUNT},//
	{	Offset(m_arActions,		GPlayer),	ACTION_TEAM_INDEX,		ACTION_TEAM_AMOUNT},//
	{	Offset(m_arActions,		GPlayer),	ACTION_MOTION_INDEX,		ACTION_MOTION_AMOUNT},//

	{	Offset(m_arKeyCells,		GPlayer),	FUNC_CELL_INDEX,			FUNC_CELL_AMOUNT},//
	{	Offset(m_arKeyCells,		GPlayer),	NUMBER_CELL_INDEX,		NUMBER_CELL_AMOUNT}
};



//////////////////////////////////////////////////////////////////////////
//职业类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Career,	GCR_AMOUNT,Name)
{
	"初行者",	"战士",	"巫师",	"骑士",	"刺客",	"医生"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Career,	GCR_AMOUNT,Label)
{
	"null",	"fitgher",	"necromancer",	"knight",	"thug",	"doctor"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Career,	GCR_AMOUNT,Macro)
{
	"GCR_NULL",	"GCR_FITGHER",	"GCR_NECROMANCER",	"GCR_KNIGHT",	"GCR_THUG",	"GCR_DOCTOR"
};


//////////////////////////////////////////////////////////////////////////
//种族类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Clan,	GC_AMOUNT,Name)
{
	"人类",	"矮人",	"精灵",	"怪物",	"侏儒",	
	"妖精",	"半人兽",	"怪兽",	"泰坦",	"旋转"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Clan,	GC_AMOUNT,Label)
{
	"human",	"dwarf",	"elf",	"drakken",	"gnome",		"goblin",
	"halfling",	"ogre",	"titan",		"troll"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Clan,	GC_AMOUNT,Macro)
{
	"GC_HUMAN",	"GC_DWARF",	"GC_ELF",	"GC_DRAKKEN",	"GC_GNOME",		"GC_GOBLIN",
	"GC_HALFLING",	"GC_OGRE",	"GC_TITAN",		"GC_TROLL"
};


//////////////////////////////////////////////////////////////////////////
//性别
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Gender,	GG_AMOUNT,Name)
{
	"未知",	"男性",	"女性"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Gender,	GG_AMOUNT,Label)
{
	"null",	"male",	"female"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Gender,	GG_AMOUNT,Macro)
{
	"GG_NULL",	"GG_MALE",	"GG_FEMALE"
};

//////////////////////////////////////////////////////////////////////////
//身型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Body,	GBT_AMOUNT,Name)
{
	"普通",	"稍大",	"极大"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Body,	GBT_AMOUNT,Label)
{
	"0",	"1",	"2"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Body,	GBT_AMOUNT,Macro)
{
	"GBT_NORMAL",	"GBT_BIG",	"GBT_BIGEST"
};


//////////////////////////////////////////////////////////////////////////
//物品类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsType,	GGT_AMOUNT,Name)
{
	"元素",	"材料",	"收集",	"消耗物品",	"道具",	"任务物品",	"装备", "动作", "技能"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsType,	GGT_AMOUNT,Label)
{
	"element",	"material",	"collect",	"consume",	"property",	"task",	"equip", "action", "skill"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsType,	GGT_AMOUNT,Macro)
{
	"GGT_ELEMENT",	"GGT_MATERIAL",	"GGT_COLLECT",	"GGT_CONSUME",	"GGT_PROPERTY",	"GGT_TASK",	"GGT_EQUIP", "GGT_ACTION", "GGT_SKILL"
};


//////////////////////////////////////////////////////////////////////////
//套装类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	EquipSetType,	GEST_AMOUNT,Name)
{
	"",	"普通杂装",	"蓝精灵套装"//,	"",	"",	"",	""
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	EquipSetType,	GEST_AMOUNT,Label)
{
	"none",	"normal",	"smurfs"//,	"",	"",	"",	""
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	EquipSetType,	GEST_AMOUNT,Macro)
{
	"GEST_NONE",	"GEST_NORMAL",	"GEST_SMURFS"//,	"",	"",	"",	""
};

//////////////////////////////////////////////////////////////////////////
//物品类别
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsKind,	GGK_AMOUNT,Name)
{
	"普通",	"优良",	"卓越",	"珍品",	"极品"//,	"",	""
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsKind,	GGK_AMOUNT,Label)
{
	"normal",	"good",	"excellent",	"rarity",	"nonsuch"//,	"",	""
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsKind,	GGK_AMOUNT,Macro)
{
	"GGK_NORMAL",	"GGK_GOOD",	"GGK_EXCELLENT",	"GGK_RARITY",	"GGK_NONSUCH"//,	"",	""
};



//////////////////////////////////////////////////////////////////////////
//装备类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	EquipType,	EQUIP_AMOUNT,Name)
{
	"肩甲",	"头盔",	"披风",	
	"武器",	"盔甲",	"盾牌",
	"手套",	"裤子",	"靴子",	
	"头饰",	"项链",	"饰带",	"饰带",	"戒指",		"戒指"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	EquipType,	EQUIP_AMOUNT,Label)
{
	"shoulder",	"helmet",	"mantle",
	"arms",		"armor",		"shield",
	"glove",		"pants",		"boot",
	"headgear",	"necklace",	"lace",		"lace","ring",		"ring"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	EquipType,	EQUIP_AMOUNT,Macro)
{
	"EQUIP_SHOULDER",	"EQUIP_HELMET",	"EQUIP_MANTLE",
	"EQUIP_ARMS",		"EQUIP_ARMOR",		"EQUIP_SHIELD",	
	"EQUIP_GLOVE",		"EQUIP_PANTS",		"EQUIP_BOOT",	
	"EQUIP_HEADGEAR",	"EQUIP_NECKLACE","EQUIP_LACE",		"EQUIP_LACE2",		"EQUIP_RING",		"EQUIP_RING2"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	Equip,		EQUIP_AMOUNT,TexTag)
{
	"base.arms",	"base.head",		"",	
	"",				"base.body",		"",
	"base.hands",	"base.legs",		"base.feet",	
	"",		"",		"",	"",	"",		""
};





////////////////////////////////////////////////////////////////////////////
////GoodsArrayType
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsArType,	GGAR_AMOUNT,Name)
{
	"装备槽",	"装饰槽",	"主背包",	"背包1",	"背包2",	
	"任务物品包",	"基本动作",	"组队动作",	"人物动作",	"功能键栏",
	"数字键栏"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsArType,	GGAR_AMOUNT,Label)
{
	"equiparming",	"equipadorn",	"goodsbag0",	"goodsbag1",	"goodsbag2",	
	"taskgoodsbag",	"actionbase",	"actionteam",	"actionmotion",	"funckeybar",
	"numberkeybar"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsArType,	GGAR_AMOUNT,Macro)
{
	"GGAR_EQUIPARMING",	"GGAR_EQUIPADORN",	"GGAR_BAGGOODS0",	"GGAR_BAGGOODS1",	"GGAR_BAGGOODS2",	
	"GGAR_TASKGOODSBAG",	"GGAR_ACTIONBASE",	"GGAR_ACTIONTEAM",	"GGAR_ACTIONMOTION",	"GGAR_FUNCKEYBAR",
	"GGAR_NUMBERKEYBAR"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsArType,	GGAR_AMOUNT,UIName)
{
	"PlayUIEquipArming",	"PlayUIEquipAdorn",	"PlayUIGoodsBag0",	"PlayUIGoodsBag1",	"PlayUIGoodsBag2",	
	"PlayUITaskGoodsBag",	"PlayUIActionBase",	"PlayUIActionTeam",	"PlayUIActionEmotion",	"PlayUIFuncKeyBar",
	"PlayUINumberKeyBar"
};


////////////////////////////////////////////////////////////////////////////
////场景状态
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	SceneState,	GSS_AMOUNT,Name)
{
	"正常",	"禁言",	"封锁",	"竞赛",	"考试"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	SceneState,	GSS_AMOUNT,Label)
{
	"normal",	"silent",	"locked",	"competing",	"examing"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	SceneState,	GSS_AMOUNT,Macro)
{
	"GSS_NORMAL",	"GSS_SILENT",	"GSS_LOCKED",	"GSS_COMPETING",	"GSS_EXAMING"
};
IMPLEMENT_RPGSETTING_ENUM(RPGSetting,	SceneState,	GSS_AMOUNT)
{
	GSS_NORMAL,	GSS_SILENT,	GSS_LOCKED,	GSS_COMPETING,	GSS_EXAMING
};




//////////////////////////////////////////////////////////////////////////
//场景类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	SceneType,	GST_AMOUNT,Name)
{
	"普通",	"新手村",	"主城市",	"普通城市",	"郊区",
	"房间",	"大厅",		"私房",		"社团场所",	"商店",
	"市场",	"花园",		"赛区",		"危险地区",	"活动专区"
};

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