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📄 rpgsettingdata.cc

📁 五行MMORPG引擎系统V1.0
💻 CC
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IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	SceneType,	GST_AMOUNT,Label)
{
	"normal",	"freshman",	"main",		"city",		"suburb",	
	"room",		"lobby",		"private",	"league",	"shop",	
	"market",	"garden",	"campaign",	"danger",	"activity"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	SceneType,	GST_AMOUNT,Macro)
{
	"GST_NORMAL",	"GST_FRESHMAN",	"GST_MAIN",			"GST_CITY",		"GST_SUBURB",	
	"GST_ROOM",		"GST_LOBBY",		"GST_PRIVATE",		"GST_LEAGUE",	"GST_SHOP",	
	"GST_MARKET",	"GST_GARDEN",		"GST_CAMPAIGN",	"GST_DANGER",	"GST_ACTIVITY"
};


//////////////////////////////////////////////////////////////////////////
//提示类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TipText,	TIP_AMOUNT,Name)
{
	"欢迎%s进入%s...",	"[%s]已装在%s槽上",	"%s槽中装备已取下",	"%s槽上装备出错", "未曾学会此动作[%s]",
	"播放人物动作[%s]",	"%s不理你啦!",		"%s要和你说话了。",	"得到[%s]%d%s,已放到背包中",  "[%s]装在%s槽上,%s放在背包中",
	"/green找%s(%d,%d)做任务(%s)","准备完成任务(%s)","任务(%s)现已接受","任务(%s)现已完成","任务(%s)现已过期",
	"准备下步任务(%s)","下步任务(%s)已完成","下步任务(%s)现已过期","失去[%s]%d%s","得到金钱%d%s",
	"失去金钱%d%s",
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TipText,	TIP_AMOUNT,Label)
{
	"Welcome",	"EquipArming",	"EquipUnload",	"EquipSlotError", "MotionNone",
	"MotionPlaying","NpcNoTalk","NpcTalking",	"GoodsAddToBag","GoodsApplyEquip",
	"EntryTask","EntryTask2","TaskAccept","TaskFinished","TaskOutdate",
	"TPieceAccept","TPieceFinished","TPieceOutdate","GoodsRemoved","moneyAdd",
	"moneyReduce",
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TipText,	TIP_AMOUNT,Macro)
{
	"TIP_WELCOME",	"TIP_EQUIP_ARMING",	"TIP_EQUIP_UNLOAD",	"TIP_EQUIP_SLOT_ERROR","TIP_MOTION_NONE",
	"TIP_MOTION_PLAYING","TIP_NPC_NOTALK","TIP_NPC_TALKING",	"TIP_GOODSADDTOBAG","TIP_GOODS_APPLYEQUIP",
	"TIP_ENTRY_TASK","TIP_ENTRY_TASK2","TIP_TASK_ACCEPT","TIP_TASK_FINISHED","TIP_TASK_OUTDATE",
	"TIP_TPIECE_ACCEPT","TIP_TPIECE_FINISHED","TIP_TPIECE_OUTDATE","TIP_GOODSREMOVED","TIP_MONEYRADD",
	"TIP_MONEYREDUCE",
};


////////////////////////////////////////////////////////////////////////////
////Text解析类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TextParseType,	TXTT_AMOUNT,Name)
{
	"游戏信息",	"场景信息",	"玩家信息",	"NPC信息",	"颜色信息",
	"标签信息",	"颜色模式",	"图标",		"全局变量",	"先局部后全局",
	"基本动作",	"人物动作",	"标签2",		"标签结束",	"任务信息",
	"对话信息", "物品信息",	"图片信息",
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TextParseType,	TXTT_AMOUNT,Label)
{
	"game",	"scene",			"player",	"npc",	"color",
	"tag",	"colormode",	"icon",		"gvar",	"var",
	"action","motion",		"tag2",		"tagend","task",
	"dialog","goods",			"img",
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TextParseType,	TXTT_AMOUNT,Macro)
{
	"TXTT_GAME",	"TXTT_SCENE",		"TXTT_PLAYER",	"TXTT_NPC",		"TXTT_COLOR",
	"TXTT_TAG",		"TXTT_COLORMODE",	"TXTT_ICON",	"TXTT_GVAR",	"TXTT_VAR",
	"TXTT_ACTION",	"TXTT_MOTION",		"TXTT_TAG2",	"TXTT_TAGEND",	"TXTT_TASK",
	"TXTT_DIALOG",	"TXTT_GOODS",		"TXTT_IMG",
};




//////////////////////////////////////////////////////////////////////////
//RPG常量
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	RPGConstant,	RPGC_AMOUNT,Macro)
{
	"EQUIP_SLOTNUM",	"EQUIP_SLOTARMING_NUM",	"EQUIP_SLOTADORN_NUM",	"BAG_SLOTNUM",	"SKILL_SLOTNUM",
	"RPG_LEVELMAX",	"RPG_UPGRADESP",	"RPG_PC_MAX",	"NPC_BAG_SLOTNUM",	"NPC_SKILL_SLOTNUM",
	"GDLG_ANSWER_NUM"
};
IMPLEMENT_RPGSETTING_ENUM(RPGSetting,	RPGConstant,	RPGC_AMOUNT)
{
	EQUIP_SLOTNUM,	EQUIP_SLOTARMING_NUM,	EQUIP_SLOTADORN_NUM,	BAG_SLOTNUM,	SKILL_SLOTNUM,
	RPG_LEVELMAX,	RPG_UPGRADESP, 	RPG_PC_MAX,	NPC_BAG_SLOTNUM,	NPC_SKILL_SLOTNUM,
	GDLG_ANSWER_NUM
};


////////////////////////////////////////////////////////////////////////////
////任务类型
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TaskType,	GTT_AMOUNT,Name)
{
	"普通任务","入手任务",	"新人任务",	"普通委托",	"高级委托",	"信件任务",	"剧情任务",	"职业任务"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TaskType,	GTT_AMOUNT,Label)
{
	"normal", "entry",	"freshman",	"commit",	"commit2",	"letter",	"gut",	"career"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TaskType,	GTT_AMOUNT,Macro)
{
	"GTT_NORMAL",	"GTT_ENTRY","GTT_FRESHMAN",	"GTT_COMMIT",	"GTT_COMMIT2",	"GTT_LETTER",	"GTT_GUT",	"GTT_CAREER"
};


//////////////////////////////////////////////////////////////////////////
//任务状态
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TaskState,	GTS_AMOUNT,Name)
{
	"未知状态",	"任务未接受,未达限制要求",	"任务未接受,满足限制要求",	
	"任务已接受,未达目标要求",	"任务已接受,满足目标要求",	"任务已提交且待奖励状态",/*	"任务已提交,已接受奖励",	*/
	"任务已完成", "任务已过期,未达目标要求",	"任务已过期,满足目标要求"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TaskState,	GTS_AMOUNT,Label)
{
	"idle",	"free",	"free2",
	"running",	"running2",	"premium",	/*"committed2",*/
	"finished",	"outdate",	"outdate2"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TaskState,	GTS_AMOUNT,Macro)
{
	"GTS_IDLE",	"GTS_FREE",	"GTS_FREE2",
	"GTS_RUNNING",	"GTS_RUNNING2",	"GTS_PREMIUM",/*	"GTS_PREMIUM2",	*/
	"GTS_FINISHED",	"GTS_OUTDATE",	"GTS_OUTDATE2"
};


//////////////////////////////////////////////////////////////////////////
//任务动作
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TaskAction,	GTA_AMOUNT,Name)
{
	"普通状态",	"保持不变",	"执行",	"执行任务","可重复"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TaskAction,	GTA_AMOUNT,Label)
{
	"normal",	"hold",	"exec","exectask","repeat"
};
IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	TaskAction,	GTA_AMOUNT,Macro)
{
	"GTA_NORMAL",	"GTA_HOLD",	"GTA_EXEC" , "GTA_EXECTASK","GTA_REPEAT"
};
IMPLEMENT_RPGSETTING_ENUM(RPGSetting,	TaskAction,	GTA_AMOUNT)
{
	GTA_NORMAL,	GTA_HOLD,	GTA_EXEC , GTA_EXECTASK,GTA_REPEAT
};
//INIT_RPGSETTING_ENUM(RPGSetting,	TaskAction,	GTA_AMOUNT);



////////////////////////////////////////////////////////////////////////////
////身型
//IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsType,	GGT_AMOUNT,Name)
//{
//	"",	"",	"",	"",	"",	"",	""
//};
//IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsType,	GGT_AMOUNT,Label)
//{
//	"",	"",	"",	"",	"",	"",	""
//};
//IMPLEMENT_RPGSETTING_TYPE(RPGSetting,	GoodsType,	GGT_AMOUNT,Macro)
//{
//	"",	"",	"",	"",	"",	"",	""
//};

//////////////////////////////////////////////////////////////////////////
U32	RPGSetting::ms_dwPCMax	= RPG_PC_MAX;


//////////////////////////////////////////////////////////////////////////
//升级经验表
U32	RPGSetting::ms_arUpgradeExpTable[RPG_LEVELMAX]=
{
	//0-1级所需经验
	40,		110,		237,		450,		779,
	1252,		1898,		2745,		3822,		5159,

	6784,		8726,		11013,	13674,	16739,
	20236,	24194,	28641,	33606,	39119,

	45208,	51902,	59229,	67218,	75899,
	85300,	95450,	106377,	118110,	130679,

	144112,	158438,	173685,	189882,	207059,
	225244,	244466,	264753,	286134,	308639,

	332296,	357134,	383181,	410466,	439019,
	468868,	500042,	532569,	566478,	601799,

	638560,	676790,	716517,	757770,	800579,
	844972,	890978,	938625,	987942,	1038959,

	1091704,	1146206,	1202493,	1260594,	1320539,
	1382356,	1446074,	1511721,	1579326,	1648919,

	1720528,	1794182,	1869909,	1947738,	2027699,
	2109820,	2194130,	2280657,	2369430,	2460479,

	2553832,	2649518,	2747565,	2848002,	2950859,
	3056164,	3163946,	3274233,	3387054,	3502439,

	3620416,	3741014,	3864261,	3990186,	4118819,
	4250188,	4384322,	4521249,	4660998,	4803599
};


/////////////////////////////////////////////////////////////
//职业基本能力表
GABILITIES	RPGSetting::ms_arCareerBaseAbilities[GCR_AMOUNT] = 
{
	//力量 智力 体力 敏捷 智慧 
	{30,	30,	30,	30,	30},	//初行者 				
	{40,	18,	47,	26,	12},	//战士
	{22,	41,	27,	21,	20},	//巫师
	{40,	21,	43,	30,	11},	//骑士
	{36,	23,	36,	35,	14},	//刺客
	{22,	20,	27,	21,	41},	//医生

};

///////////////////////////////////////////////////////
void RPGSetting::InitSettingData()
{
	U32 n;
	StringTableEntry pValue;
	///////////////////////////////////////////////
	//须先创建g_pRPGSetting实例
	INIT_RPGSETTING_TYPE(RPGSetting,	Career,		GCR_AMOUNT);
	INIT_RPGSETTING_TYPE(RPGSetting,	Clan,			GC_AMOUNT);
	INIT_RPGSETTING_TYPE(RPGSetting,	Gender,		GG_AMOUNT);
	INIT_RPGSETTING_TYPE(RPGSetting,	Body,			GBT_AMOUNT);

	INIT_RPGSETTING_TYPE(RPGSetting,	GoodsType,		GGT_AMOUNT);
	INIT_RPGSETTING_TYPE(RPGSetting,	GoodsKind,		GGK_AMOUNT);
	INIT_RPGSETTING_TYPE(RPGSetting,	EquipSetType,	GEST_AMOUNT);

	INIT_RPGSETTING_TYPE(RPGSetting,		EquipType,	EQUIP_AMOUNT);
	INIT_RPGSETTING_TYPE0(RPGSetting,	Equip,		EQUIP_AMOUNT,	TexTag);

	INIT_RPGSETTING_TYPE(RPGSetting,		GoodsArType,	GGAR_AMOUNT);
	INIT_RPGSETTING_TYPE0(RPGSetting,	GoodsArType,	GGAR_AMOUNT,	UIName);


	INIT_RPGSETTING_VALUE(RPGSetting,	SceneState,		GSS_AMOUNT);
	INIT_RPGSETTING_TYPE(RPGSetting,		SceneType,		GST_AMOUNT);

	INIT_RPGSETTING_TYPE(RPGSetting,		TipText,		TIP_AMOUNT);
	INIT_RPGSETTING_TYPE(RPGSetting,		TextParseType,	TXTT_AMOUNT);
	INIT_RPGSETTING_TYPE_MACRO(RPGSetting,	RPGConstant,	RPGC_AMOUNT);

	INIT_RPGSETTING_TYPE(RPGSetting,		TaskType,		GTT_AMOUNT);
	INIT_RPGSETTING_TYPE(RPGSetting,		TaskState,		GTS_AMOUNT);
	INIT_RPGSETTING_VALUE(RPGSetting,		TaskAction,		GTA_AMOUNT);
}


};//namespace RPG

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