// // RPGData.h // OzgGameRPG // // Created by ozg on 14-4-5. // // #ifndef __OzgGameRPG__RPGData__ #define __OzgGameRPG__RPGData__ #include "cocos2d.h" USING_NS_CC; using namespace std; enum RPGDataStatus { kRPGDataStatusNormal = 1, //通常时 kRPGDataStatusDeath = 2, //战斗不能 kRPGDataStatusDying = 3 //临死 }; class RPGPlayer : public CCObject { public: int m_dataId; string m_name; int m_maxHP; int m_HP; int m_maxMP; int m_MP; float m_attack; float m_defense; float m_speed; float m_skillAttack; float m_skillDefense; int m_itemsIdArms; int m_itemsIdArmor; int m_level; string m_skill; int m_nextExp; string m_texPrefix; int m_exp; //总经验值 float m_progress; //进度条,数据库没有这个字段 RPGDataStatus m_status; //对象状态,数据库暂时没有这个字段 RPGPlayer(); virtual ~RPGPlayer(); static RPGPlayer* create(); }; class RPGMonster : public CCObject { public: int m_dataId; string m_name; int m_maxHP; int m_HP; //数据库里面没有这个字段 float m_attack; float m_defense; float m_speed; float m_skillAttack; float m_skillDefense; int m_exp; string m_skill; string m_tex; int m_gold; int m_tag; //格式为 enum tag + 0到999的无重复数(就算同一个怪物也不能重复) float m_progress; //进度条,数据库没有这个字段 RPGDataStatus m_status; //对象状态,数据库暂时没有这个字段 RPGMonster(); virtual ~RPGMonster(); static RPGMonster* create(); }; class RPGSkill : public CCObject { public: int m_dataId; string m_name; float m_skillAttack; int m_MP; int m_type; RPGSkill(); virtual ~RPGSkill(); static RPGSkill* create(); }; class RPGItems : public CCObject { public: int m_dataId; string m_name; float m_buy; float m_sell; int m_type; float m_attack; float m_defense; float m_speed; float m_skillAttack; float m_skillDefense; RPGItems(); virtual ~RPGItems(); static RPGItems* create(); }; //现有道具 class RPGExistingItems : public RPGItems { public: int m_total; //该道具的个数 RPGExistingItems(); virtual ~RPGExistingItems(); static RPGExistingItems* create(); }; #endif /* defined(__OzgGameRPG__RPGData__) */