📄 rpgsettingdata.cc
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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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