Files
Client/GameTools/WORLDCREATOR/WorldCreator.cpp
LGram16 dd97ddec92 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>
2025-11-29 20:17:20 +09:00

223 lines
7.2 KiB
C++

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