#include "StdAfx.h" #include "GameType.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 = "±¼¸²Ã¼:12.fnt"; static std::string gs_strDefaultItalicFontName = "±¼¸²Ã¼:12i.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, MALLÀÇ °æ¿ì Çϵå ÄÚµùµÇ¾îÀÖ´Â LEGACY Äڵ带 À¯ÁöÇÔ. RESERVED_WINDOW, // SLOT_TYPE_PRIVATE_SHOP RESERVED_WINDOW, // SLOT_TYPE_MALL <- SAFEBOX, MALLÀÇ °æ¿ì Çϵå ÄÚµùµÇ¾îÀÖ´Â LEGACY Äڵ带 À¯ÁöÇÔ. DRAGON_SOUL_INVENTORY, // SLOT_TYPE_DRAGON_SOUL_INVENTORY }; BYTE SlotTypeToInvenType(BYTE bSlotType) { if (bSlotType >= SLOT_TYPE_MAX) return RESERVED_WINDOW; else return c_aSlotTypeToInvenType[bSlotType]; }