Guest User

gametype

a guest
Dec 25th, 2024
44
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.20 KB | None | 0 0
  1. #include "StdAfx.h"
  2. #include "GameType.h"
  3. #include "pachet.h"
  4.  
  5. std::string g_strResourcePath = "d:/ymir work/";
  6. std::string g_strImagePath = "d:/ymir work/ui/";
  7.  
  8. std::string g_strGuildSymbolPathName = "mark/10/";
  9.  
  10. // DEFAULT_FONT
  11. static std::string gs_strDefaultFontName = "굴림체:12.fnt";
  12. static std::string gs_strDefaultItalicFontName = "굴림체:12i.fnt";
  13. static CResource* gs_pkDefaultFont = NULL;
  14. static CResource* gs_pkDefaultItalicFont = NULL;
  15.  
  16. static bool gs_isReloadDefaultFont = false;
  17.  
  18. void DefaultFont_Startup()
  19. {
  20. gs_pkDefaultFont = NULL;
  21. }
  22.  
  23. void DefaultFont_Cleanup()
  24. {
  25. if (gs_pkDefaultFont)
  26. gs_pkDefaultFont->Release();
  27. }
  28.  
  29. void DefaultFont_SetName(const char * c_szFontName)
  30. {
  31. gs_strDefaultFontName = c_szFontName;
  32. gs_strDefaultFontName += ".fnt";
  33.  
  34. gs_strDefaultItalicFontName = c_szFontName;
  35. if(strchr(c_szFontName, ':'))
  36. gs_strDefaultItalicFontName += "i";
  37. gs_strDefaultItalicFontName += ".fnt";
  38.  
  39. gs_isReloadDefaultFont = true;
  40. }
  41.  
  42. bool ReloadDefaultFonts()
  43. {
  44. CResourceManager& rkResMgr = CResourceManager::Instance();
  45.  
  46. gs_isReloadDefaultFont = false;
  47.  
  48. CResource* pkNewFont = rkResMgr.GetResourcePointer(gs_strDefaultFontName.c_str());
  49. pkNewFont->AddReference();
  50. if (gs_pkDefaultFont)
  51. gs_pkDefaultFont->Release();
  52. gs_pkDefaultFont = pkNewFont;
  53.  
  54. CResource* pkNewItalicFont = rkResMgr.GetResourcePointer(gs_strDefaultItalicFontName.c_str());
  55. pkNewItalicFont->AddReference();
  56. if (gs_pkDefaultItalicFont)
  57. gs_pkDefaultItalicFont->Release();
  58. gs_pkDefaultItalicFont = pkNewItalicFont;
  59.  
  60. return true;
  61. }
  62.  
  63. CResource* DefaultFont_GetResource()
  64. {
  65. if (!gs_pkDefaultFont || gs_isReloadDefaultFont)
  66. ReloadDefaultFonts();
  67. return gs_pkDefaultFont;
  68. }
  69.  
  70. CResource* DefaultItalicFont_GetResource()
  71. {
  72. if (!gs_pkDefaultItalicFont || gs_isReloadDefaultFont)
  73. ReloadDefaultFonts();
  74. return gs_pkDefaultItalicFont;
  75. }
  76.  
  77. // END_OF_DEFAULT_FONT
  78.  
  79. void SetGuildSymbolPath(const char * c_szPathName)
  80. {
  81. g_strGuildSymbolPathName = "mark/";
  82. g_strGuildSymbolPathName += c_szPathName;
  83. g_strGuildSymbolPathName += "/";
  84. }
  85.  
  86. const char * GetGuildSymbolFileName(DWORD dwGuildID)
  87. {
  88. return _getf("%s%03d.jpg", g_strGuildSymbolPathName.c_str(), dwGuildID);
  89. }
  90.  
  91. BYTE c_aSlotTypeToInvenType[SLOT_TYPE_MAX] =
  92. {
  93. RESERVED_WINDOW, // SLOT_TYPE_NONE
  94. INVENTORY, // SLOT_TYPE_INVENTORY
  95. RESERVED_WINDOW, // SLOT_TYPE_SKILL
  96. RESERVED_WINDOW, // SLOT_TYPE_EMOTION
  97. RESERVED_WINDOW, // SLOT_TYPE_SHOP
  98. RESERVED_WINDOW, // SLOT_TYPE_EXCHANGE_OWNER
  99. RESERVED_WINDOW, // SLOT_TYPE_EXCHANGE_TARGET
  100. RESERVED_WINDOW, // SLOT_TYPE_QUICK_SLOT
  101. RESERVED_WINDOW, // SLOT_TYPE_SAFEBOX <- SAFEBOX, MALL의 경우 하드 코딩되어있는 LEGACY 코드를 유지함.
  102. RESERVED_WINDOW, // SLOT_TYPE_PRIVATE_SHOP
  103. RESERVED_WINDOW, // SLOT_TYPE_MALL <- SAFEBOX, MALL의 경우 하드 코딩되어있는 LEGACY 코드를 유지함.
  104. DRAGON_SOUL_INVENTORY, // SLOT_TYPE_DRAGON_SOUL_INVENTORY
  105. #ifdef WJ_SPLIT_INVENTORY_SYSTEM
  106. INVENTORY,
  107. INVENTORY,
  108. INVENTORY,
  109. INVENTORY,
  110. INVENTORY,
  111. INVENTORY,
  112. #endif
  113. };
  114.  
  115. BYTE SlotTypeToInvenType(BYTE bSlotType)
  116. {
  117. if (bSlotType >= SLOT_TYPE_MAX)
  118. return RESERVED_WINDOW;
  119. else
  120. return c_aSlotTypeToInvenType[bSlotType];
  121. }
  122.  
Advertisement
Add Comment
Please, Sign In to add comment