Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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GameTools/WORLDCREATOR/WorldCreator.cpp
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GameTools/WORLDCREATOR/WorldCreator.cpp
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// WorldCreator.cpp : Defines the class behaviors for the application.
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//
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#include "stdafx.h"
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#include "WorldCreator.h"
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#include "MainFrm.h"
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#include "WorldCreatorDoc.h"
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#include "WorldCreatorView.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CWorldCreatorApp
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BEGIN_MESSAGE_MAP(CWorldCreatorApp, CWinApp)
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//{{AFX_MSG_MAP(CWorldCreatorApp)
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ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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// DO NOT EDIT what you see in these blocks of generated code!
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//}}AFX_MSG_MAP
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// Standard file based document commands
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ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew)
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ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CWorldCreatorApp construction
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void SetBasePath()
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{
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD>θ<EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD>.
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char szPath[256];
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HKEY hMPClientReg;
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DWORD dwReadType,dwReadLens;
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dwReadType=0;
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dwReadLens=256;
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if( RegOpenKeyEx(HKEY_LOCAL_MACHINE, "Software\\GamaSoft\\MP-Client",0,KEY_READ,&hMPClientReg)==ERROR_SUCCESS &&
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RegQueryValueEx(hMPClientReg, "Folder", 0, &dwReadType, (LPBYTE)szPath,&dwReadLens)==ERROR_SUCCESS)
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{
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sprintf( INITVALUEFILE, "%s\\Mp.INI", szPath );
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//Character DataSet Path//
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sprintf( CHARACTERDATAPATH, "%s\\Character\\Data\\", szPath );
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sprintf( CHARACTERMESHTEX, "%s\\Character\\Data\\meshtex.htable", szPath );
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sprintf( CHARACTERANIPACK, "%s\\Character\\Data\\ani\\APack.ntable", szPath );
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sprintf( CHARACTERLODMESH, "%s\\Character\\Data\\mesh\\LODMesh.ntable", szPath );
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sprintf( CHARACTERTEXPIECE, "%s\\Character\\Data\\tex\\Texpiece.ntable", szPath );
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sprintf( CHARACTERATTACHMENTMESH, "%s\\Character\\Data\\Amesh\\amesh.ntable", szPath );
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sprintf( CHARACTERTEXTURE, "%s\\Character\\Data\\Texture\\texture.ntable", szPath );
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//Original Texutre Path//
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sprintf( ORIGINALTEXUTREINTERFACEPATH, "%s\\RawTexture\\Interface", szPath );
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sprintf( ORIGINALTEXUTRELIGHTMAPPATH, "%s\\RawTexture\\Lightmap", szPath );
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sprintf( ORIGINALTEXUTRENATUREPATH, "%s\\RawTexture\\NatureObject", szPath );
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sprintf( ORIGINALTEXTUREOBJECTPATH, "%s\\RawTexture\\Object", szPath );
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sprintf( ORIGINALTEXTURETERRAINPATH, "%s\\RawTexture\\Terrain", szPath );
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sprintf( ORIGINALTEXTUREWIDEPATH, "%s\\RawTexture\\WideTexture", szPath );
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sprintf( ORIGINALTEXTUREFXPATH, "%s\\Texture\\FX", szPath );
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//Object Path Define//
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sprintf( HOUSEOBJECTPATH, "%s\\Objects\\House\\", szPath );
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sprintf( LIGHTOBJECTPATH, "%s\\Objects\\Object\\", szPath );
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sprintf( TREEOBJECTPATH, "%s\\Objects\\NatureObject\\", szPath );
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sprintf( OBJECTPATH, "%s\\Objects\\Object\\", szPath );
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sprintf( INSTANCEOBJECTPATH, "%s\\Objects\\Instance\\", szPath );
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//Texture Path Define//
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sprintf( TERRAINTEXTUREPATH, "%s\\Texture\\Terrain", szPath );
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sprintf( OBJECTTEXTUREPATH, "%s\\Texture\\Object", szPath );
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sprintf( NATURETEXTUREPATH, "%s\\Texture\\NatureObject", szPath );
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sprintf( WIDETEXTUREPATH, "%s\\Texture\\WideTexture", szPath );
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sprintf( INTERFACETEXTUREPATH, "%s\\Texture\\Interface", szPath );
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sprintf( FXTEXTUREPATH, "%s\\Texture\\FX", szPath );
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sprintf( BSPTEXTUREPATH, "%s\\Texture\\BSP", szPath );
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// LightMap Path Define//
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sprintf( LIGHTMAPTEXTUREPATH, "%s\\Texture\\Lightmap", szPath );
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//VertexShader Path Define//
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sprintf( TERRAINVERTEXSHADEROATH, "%s\\VertexShader\\LayerFog\\LayerFogTerrain.vsh", szPath );
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sprintf( SHADERPATH, "%s\\Shader\\", szPath );
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//Save Data Path Define//
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sprintf( WEATHERPATH, "%s\\WeatherColorTable.dat", szPath );
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//Octree Path Define//
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sprintf( OCTREEPATH, "%s\\Octree", szPath );
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//Sector Scene Map Path Define//
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sprintf( SECTORMAPPATH, "%s\\Map", szPath );
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//Sound Path//
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sprintf( SOUNDFILEPATH, "%s\\Sound\\", szPath );
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sprintf( EFFECTPATH, "%s\\Effect\\", szPath );
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RegCloseKey(hMPClientReg);
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}
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}
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CWorldCreatorApp::CWorldCreatorApp()
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{
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// TODO: add construction code here,
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// Place all significant initialization in InitInstance
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//SetBasePath();
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}
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/////////////////////////////////////////////////////////////////////////////
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// The one and only CWorldCreatorApp object
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CWorldCreatorApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CWorldCreatorApp initialization
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BOOL CWorldCreatorApp::InitInstance()
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{
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AfxEnableControlContainer();
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// Standard initialization
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// If you are not using these features and wish to reduce the size
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// of your final executable, you should remove from the following
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// the specific initialization routines you do not need.
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// Change the registry key under which our settings are stored.
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// TODO: You should modify this string to be something appropriate
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// such as the name of your company or organization.
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SetRegistryKey(_T("Local AppWizard-Generated Applications"));
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LoadStdProfileSettings(0); // Load standard INI file options (including MRU)
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// Register the application's document templates. Document templates
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// serve as the connection between documents, frame windows and views.
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CSingleDocTemplate* pDocTemplate;
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pDocTemplate = new CSingleDocTemplate(
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IDR_MAINFRAME,
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RUNTIME_CLASS(CWorldCreatorDoc),
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RUNTIME_CLASS(CMainFrame), // main SDI frame window
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RUNTIME_CLASS(CWorldCreatorView));
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AddDocTemplate(pDocTemplate);
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// Parse command line for standard shell commands, DDE, file open
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CCommandLineInfo cmdInfo;
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ParseCommandLine(cmdInfo);
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// Dispatch commands specified on the command line
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if (!ProcessShellCommand(cmdInfo))
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return FALSE;
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// The one and only window has been initialized, so show and update it.
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m_pMainWnd->ShowWindow(SW_SHOWMAXIMIZED);
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m_pMainWnd->UpdateWindow();
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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// CAboutDlg dialog used for App About
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class CAboutDlg : public CDialog
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{
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public:
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CAboutDlg();
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// Dialog Data
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//{{AFX_DATA(CAboutDlg)
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enum { IDD = IDD_ABOUTBOX };
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//}}AFX_DATA
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CAboutDlg)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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//{{AFX_MSG(CAboutDlg)
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// No message handlers
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
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{
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//{{AFX_DATA_INIT(CAboutDlg)
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//}}AFX_DATA_INIT
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}
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void CAboutDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CAboutDlg)
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
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//{{AFX_MSG_MAP(CAboutDlg)
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// No message handlers
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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// App command to run the dialog
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void CWorldCreatorApp::OnAppAbout()
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{
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CAboutDlg aboutDlg;
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aboutDlg.DoModal();
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}
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/////////////////////////////////////////////////////////////////////////////
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// CWorldCreatorApp message handlers
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BOOL CWorldCreatorApp::OnIdle(LONG lCount)
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{
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// TODO: Add your specialized code here and/or call the base class
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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if(mf->GetFocus()->GetSafeHwnd()==((CWorldCreatorView*)mf->GetActiveView())->GetSafeHwnd())
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((CWorldCreatorView*)mf->GetActiveView())->Render();
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CWinApp::OnIdle(lCount);
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return TRUE;
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}
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