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- #include "StdAfx.h"
- #include "GameType.h"
- #include "pachet.h"
- std::string g_strResourcePath = "d:/ymir work/";
- std::string g_strImagePath = "d:/ymir work/ui/";
- std::string g_strGuildSymbolPathName = "mark/10/";
- // DEFAULT_FONT
- static std::string gs_strDefaultFontName = "굴림체:12.fnt";
- static std::string gs_strDefaultItalicFontName = "굴림체:12i.fnt";
- static CResource* gs_pkDefaultFont = NULL;
- static CResource* gs_pkDefaultItalicFont = NULL;
- static bool gs_isReloadDefaultFont = false;
- void DefaultFont_Startup()
- {
- gs_pkDefaultFont = NULL;
- }
- void DefaultFont_Cleanup()
- {
- if (gs_pkDefaultFont)
- gs_pkDefaultFont->Release();
- }
- void DefaultFont_SetName(const char * c_szFontName)
- {
- gs_strDefaultFontName = c_szFontName;
- gs_strDefaultFontName += ".fnt";
- gs_strDefaultItalicFontName = c_szFontName;
- if(strchr(c_szFontName, ':'))
- gs_strDefaultItalicFontName += "i";
- gs_strDefaultItalicFontName += ".fnt";
- gs_isReloadDefaultFont = true;
- }
- bool ReloadDefaultFonts()
- {
- CResourceManager& rkResMgr = CResourceManager::Instance();
- gs_isReloadDefaultFont = false;
- CResource* pkNewFont = rkResMgr.GetResourcePointer(gs_strDefaultFontName.c_str());
- pkNewFont->AddReference();
- if (gs_pkDefaultFont)
- gs_pkDefaultFont->Release();
- gs_pkDefaultFont = pkNewFont;
- CResource* pkNewItalicFont = rkResMgr.GetResourcePointer(gs_strDefaultItalicFontName.c_str());
- pkNewItalicFont->AddReference();
- if (gs_pkDefaultItalicFont)
- gs_pkDefaultItalicFont->Release();
- gs_pkDefaultItalicFont = pkNewItalicFont;
- return true;
- }
- CResource* DefaultFont_GetResource()
- {
- if (!gs_pkDefaultFont || gs_isReloadDefaultFont)
- ReloadDefaultFonts();
- return gs_pkDefaultFont;
- }
- CResource* DefaultItalicFont_GetResource()
- {
- if (!gs_pkDefaultItalicFont || gs_isReloadDefaultFont)
- ReloadDefaultFonts();
- return gs_pkDefaultItalicFont;
- }
- // END_OF_DEFAULT_FONT
- void SetGuildSymbolPath(const char * c_szPathName)
- {
- g_strGuildSymbolPathName = "mark/";
- g_strGuildSymbolPathName += c_szPathName;
- g_strGuildSymbolPathName += "/";
- }
- const char * GetGuildSymbolFileName(DWORD dwGuildID)
- {
- return _getf("%s%03d.jpg", g_strGuildSymbolPathName.c_str(), dwGuildID);
- }
- BYTE c_aSlotTypeToInvenType[SLOT_TYPE_MAX] =
- {
- RESERVED_WINDOW, // SLOT_TYPE_NONE
- INVENTORY, // SLOT_TYPE_INVENTORY
- RESERVED_WINDOW, // SLOT_TYPE_SKILL
- RESERVED_WINDOW, // SLOT_TYPE_EMOTION
- RESERVED_WINDOW, // SLOT_TYPE_SHOP
- RESERVED_WINDOW, // SLOT_TYPE_EXCHANGE_OWNER
- RESERVED_WINDOW, // SLOT_TYPE_EXCHANGE_TARGET
- RESERVED_WINDOW, // SLOT_TYPE_QUICK_SLOT
- RESERVED_WINDOW, // SLOT_TYPE_SAFEBOX <- SAFEBOX, MALL의 경우 하드 코딩되어있는 LEGACY 코드를 유지함.
- RESERVED_WINDOW, // SLOT_TYPE_PRIVATE_SHOP
- RESERVED_WINDOW, // SLOT_TYPE_MALL <- SAFEBOX, MALL의 경우 하드 코딩되어있는 LEGACY 코드를 유지함.
- DRAGON_SOUL_INVENTORY, // SLOT_TYPE_DRAGON_SOUL_INVENTORY
- #ifdef WJ_SPLIT_INVENTORY_SYSTEM
- INVENTORY,
- INVENTORY,
- INVENTORY,
- INVENTORY,
- INVENTORY,
- INVENTORY,
- #endif
- };
- BYTE SlotTypeToInvenType(BYTE bSlotType)
- {
- if (bSlotType >= SLOT_TYPE_MAX)
- return RESERVED_WINDOW;
- else
- return c_aSlotTypeToInvenType[bSlotType];
- }
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