forked from Tr0n/client
Solution refactoring and restructuring, removed Boost dependency, removed unused tools
This commit is contained in:
112
src/UserInterface/GameType.cpp
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112
src/UserInterface/GameType.cpp
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#include "StdAfx.h"
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#include "GameType.h"
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std::string g_strResourcePath = "d:/ymir work/";
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std::string g_strImagePath = "d:/ymir work/ui/";
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std::string g_strGuildSymbolPathName = "mark/10/";
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// DEFAULT_FONT
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static std::string gs_strDefaultFontName = "<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü:12.fnt";
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static std::string gs_strDefaultItalicFontName = "<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü:12i.fnt";
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static CResource* gs_pkDefaultFont = NULL;
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static CResource* gs_pkDefaultItalicFont = NULL;
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static bool gs_isReloadDefaultFont = false;
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void DefaultFont_Startup()
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{
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gs_pkDefaultFont = NULL;
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}
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void DefaultFont_Cleanup()
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{
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if (gs_pkDefaultFont)
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gs_pkDefaultFont->Release();
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}
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void DefaultFont_SetName(const char * c_szFontName)
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{
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gs_strDefaultFontName = c_szFontName;
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gs_strDefaultFontName += ".fnt";
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gs_strDefaultItalicFontName = c_szFontName;
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if(strchr(c_szFontName, ':'))
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gs_strDefaultItalicFontName += "i";
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gs_strDefaultItalicFontName += ".fnt";
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gs_isReloadDefaultFont = true;
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}
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bool ReloadDefaultFonts()
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{
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CResourceManager& rkResMgr = CResourceManager::Instance();
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gs_isReloadDefaultFont = false;
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CResource* pkNewFont = rkResMgr.GetResourcePointer(gs_strDefaultFontName.c_str());
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pkNewFont->AddReference();
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if (gs_pkDefaultFont)
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gs_pkDefaultFont->Release();
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gs_pkDefaultFont = pkNewFont;
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CResource* pkNewItalicFont = rkResMgr.GetResourcePointer(gs_strDefaultItalicFontName.c_str());
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pkNewItalicFont->AddReference();
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if (gs_pkDefaultItalicFont)
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gs_pkDefaultItalicFont->Release();
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gs_pkDefaultItalicFont = pkNewItalicFont;
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return true;
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}
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CResource* DefaultFont_GetResource()
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{
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if (!gs_pkDefaultFont || gs_isReloadDefaultFont)
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ReloadDefaultFonts();
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return gs_pkDefaultFont;
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}
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CResource* DefaultItalicFont_GetResource()
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{
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if (!gs_pkDefaultItalicFont || gs_isReloadDefaultFont)
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ReloadDefaultFonts();
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return gs_pkDefaultItalicFont;
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}
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// END_OF_DEFAULT_FONT
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void SetGuildSymbolPath(const char * c_szPathName)
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{
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g_strGuildSymbolPathName = "mark/";
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g_strGuildSymbolPathName += c_szPathName;
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g_strGuildSymbolPathName += "/";
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}
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const char * GetGuildSymbolFileName(DWORD dwGuildID)
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{
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return _getf("%s%03d.jpg", g_strGuildSymbolPathName.c_str(), dwGuildID);
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}
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BYTE c_aSlotTypeToInvenType[SLOT_TYPE_MAX] =
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{
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RESERVED_WINDOW, // SLOT_TYPE_NONE
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INVENTORY, // SLOT_TYPE_INVENTORY
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RESERVED_WINDOW, // SLOT_TYPE_SKILL
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RESERVED_WINDOW, // SLOT_TYPE_EMOTION
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RESERVED_WINDOW, // SLOT_TYPE_SHOP
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RESERVED_WINDOW, // SLOT_TYPE_EXCHANGE_OWNER
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RESERVED_WINDOW, // SLOT_TYPE_EXCHANGE_TARGET
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RESERVED_WINDOW, // SLOT_TYPE_QUICK_SLOT
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RESERVED_WINDOW, // SLOT_TYPE_SAFEBOX <- SAFEBOX, MALL<4C><4C> <20><><EFBFBD><EFBFBD> <20>ϵ<EFBFBD> <20>ڵ<EFBFBD><DAB5>Ǿ<EFBFBD><C7BE>ִ<EFBFBD> LEGACY <20>ڵ带 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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RESERVED_WINDOW, // SLOT_TYPE_PRIVATE_SHOP
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RESERVED_WINDOW, // SLOT_TYPE_MALL <- SAFEBOX, MALL<4C><4C> <20><><EFBFBD><EFBFBD> <20>ϵ<EFBFBD> <20>ڵ<EFBFBD><DAB5>Ǿ<EFBFBD><C7BE>ִ<EFBFBD> LEGACY <20>ڵ带 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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DRAGON_SOUL_INVENTORY, // SLOT_TYPE_DRAGON_SOUL_INVENTORY
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};
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BYTE SlotTypeToInvenType(BYTE bSlotType)
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{
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if (bSlotType >= SLOT_TYPE_MAX)
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return RESERVED_WINDOW;
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else
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return c_aSlotTypeToInvenType[bSlotType];
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}
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