PythonNetworkStreamPhaseGame/PhaseGameActor/PhaseGameItem/Command, NetworkActorManager and PythonChat/PythonChatModule are ported verbatim and dispatched at runtime; the 2V0 chat stub module is removed and initChat() runs before initnet() as in 40250. InstanceBase, PythonCharacterManager and GameLib ActorInstance/RaceData/RaceManager compile but stay TODO until 2V2-c/d wire them. Units not ported yet get their singletons from PythonBoot's GameSingletons (CPythonApplication member order) and platform/pending stand-ins generated by platform_stub.py pending; const char* stand-ins return "". port.login_flow's fake server now sends the CInputLogin::Entergame order (actor insert, NPC positions, PHASE_GAME, land list, time, channel, greet notice, ping) and a TraceError observer asserts no unknown packet header. port.login_live passes against the real server for 10 s of game phase. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
306 lines
13 KiB
C++
306 lines
13 KiB
C++
#include "UserInterface/StdAfx.h"
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#include "UserInterface/PythonApplication.h"
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#include "UserInterface/MarkManager.h"
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#include "GameLib/GameUtil.h"
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#include "EterLib/Camera.h"
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#include "EterBase/Timer.h"
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#include "EterLib/ResourceManager.h"
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#include "UserInterface/PythonNetworkStream.h"
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#include "UserInterface/AccountConnector.h"
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#include "EterLib/NetDevice.h"
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#include "../PlatformStub.h"
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#include "../EterLib/UIRenderCommands.h"
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#include "../ScriptLib/PythonBoot.h"
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// 2V0-d link surface; 2V0-f adds the application lifecycle (Create/Loop/Process/Exit) that
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// prototype.RunApp() drives. The rest of the members still wait for the game slices (2V1-2V3).
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//
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// PORT: there is no CPythonApplication object yet (its members are the whole game: background,
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// network stream, player, ...), so these functions only use the singletons PythonBoot owns
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// (UI::CWindowManager, CTimer, CResourceManager) and never touch a data member.
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CPythonApplication* CPythonApplication::ms_pInstance = nullptr;
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void CPythonApplication::ShowWebPage(const char*, const RECT&) { MT_PLATFORM_STUB(); }
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void CPythonApplication::MoveWebPage(const RECT&) { MT_PLATFORM_STUB(); }
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void CPythonApplication::HideWebPage() { MT_PLATFORM_STUB(); }
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bool CPythonApplication::IsWebPageMode() { MT_PLATFORM_STUB(); return false; }
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void CPythonApplication::GetInfo(UINT, std::string* out) { MT_PLATFORM_STUB(); if (out) out->clear(); }
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// In 40250, Loop() is: while (1) { if (IsMessage()) { if (!MessageProcess()) break; } else { if (!Process()) break; } }
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// PORT: Godot owns the message pump and forwards input to the window manager between frames
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// (PythonBoot::UIMouseMove & co.), so the loop here only waits for the host's next frame. It runs
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// on PythonBoot's script thread; WM_QUIT is PythonBoot::AppRequestQuit.
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void CPythonApplication::Loop()
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{
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while (PythonBoot::AppLoopWait())
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{
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if (!Process())
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break;
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}
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}
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// In 40250 this is PostQuitMessage(0).
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void CPythonApplication::Exit() { PythonBoot::AppRequestQuit(); }
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// 40250 also writes a TraceError banner first; the caller (system.py) has already logged the reason.
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void CPythonApplication::Abort()
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{
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TraceError("============================================================================================================");
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TraceError("Abort!!!!\n\n");
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PythonBoot::AppRequestQuit();
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}
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void CPythonApplication::SetMinFog(float) { MT_PLATFORM_STUB(); }
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// In 40250 Process() copies CTimer::GetCurrentSecond() into m_fGlobalTime right after Advance() and
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// this returns it. PORT: no member to hold it; the timer only advances in Process(), so reading it
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// here gives the same value.
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float CPythonApplication::GetGlobalTime() { return CTimer::Instance().GetCurrentSecond(); }
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// Camera (2V3).
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void CPythonApplication::SetEventCamera(const SCameraSetting&) { MT_PLATFORM_STUB(); }
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void CPythonApplication::SetDefaultCamera() { MT_PLATFORM_STUB(); }
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// In 40250 this stores m_v3CenterPosition for the game view (introselect.py sets it on the character list).
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void CPythonApplication::SetCenterPosition(float, float, float) { MT_PLATFORM_STUB(); }
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void CPythonApplication::SetFrameSkip(bool) { MT_PLATFORM_STUB(); }
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// PORT: 40250 creates the Win32 window, the D3D8 device, cursors, sound, keyboard, the net device,
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// fonts and the IME here. The Godot window and its canvas are the device on this platform and they
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// already exist when the host starts the script, so the window size is the canvas size
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// (PythonBoot::SetUISize) rather than the width/height passed from metin2.cfg. What remains of
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// Create belongs to the subsystems that are not ported yet (sound 2V4, net 2V1, game render 2V3).
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bool CPythonApplication::Create(PyObject*, const char*, int, int, int)
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{
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unsigned width = 0, height = 0;
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UIRenderGetSize(&width, &height);
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if (!width || !height)
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{
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// appCreate returns NULL on failure; RunApp turns this into the original LogBox.
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TraceError("CreateDevice: GraphicDevice create failed");
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PyErr_SetString(PyExc_RuntimeError, "CREATE_DEVICE");
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return false;
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}
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// In 40250 m_netDevice is a member created here (PythonApplication.cpp:1242).
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static CNetworkDevice s_netDevice;
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if (!s_netDevice.Create())
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{
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TraceError("NetDevice::Create failed");
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PyErr_SetString(PyExc_RuntimeError, "CREATE_NETWORK");
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return false;
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}
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return true;
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}
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void CPythonApplication::UpdateGame() { MT_PLATFORM_STUB(); }
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void CPythonApplication::RenderGame() { MT_PLATFORM_STUB(); }
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// 40250 PythonApplication.cpp:399. Kept in order: timer, network (2V1), input polling (Godot pushes
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// input instead), camera (2V3), resource GC, mouse/UI update, then the render block's interface pass.
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// PORT: the frame-skip bookkeeping and the game render pass are left out; the Godot frame clock
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// decides when this runs, and RenderGame belongs to 2V3.
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bool CPythonApplication::Process()
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{
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ELTimer_SetFrameMSec();
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CTimer& rkTimer=CTimer::Instance();
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rkTimer.Advance();
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// Network I/O
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CPythonNetworkStream::Instance().Process();
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// PORT: m_kGuildMarkUploader/m_kGuildMarkDownloader.Process() follow here in 40250; the guild mark
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// transfer is not ported yet (GuildMarkDownloader.cpp/GuildMarkUploader.cpp).
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CAccountConnector::Instance().Process();
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CResourceManager::Instance().Update();
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OnUIUpdate();
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UIRenderBeginFrame();
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OnUIRender();
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return true;
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}
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// 40250 PythonApplicationEvent.cpp:15-25
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void CPythonApplication::OnUIUpdate()
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{
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UI::CWindowManager& rkUIMgr=UI::CWindowManager::Instance();
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rkUIMgr.Update();
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}
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void CPythonApplication::OnUIRender()
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{
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UI::CWindowManager& rkUIMgr=UI::CWindowManager::Instance();
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rkUIMgr.Render();
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}
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BOOL CPythonApplication::SetCursorNum(int) { MT_PLATFORM_STUB(); return FALSE; }
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void CPythonApplication::SetCursorVisible(BOOL, bool) { MT_PLATFORM_STUB(); }
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BOOL CPythonApplication::GetCursorVisible() { MT_PLATFORM_STUB(); return FALSE; }
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bool CPythonApplication::GetLiarCursorOn() { MT_PLATFORM_STUB(); return false; }
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void CPythonApplication::SetCursorMode(int) { MT_PLATFORM_STUB(); }
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void CPythonApplication::SetMouseHandler(PyObject*) { MT_PLATFORM_STUB(); }
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void CPythonApplication::SetGlobalCenterPosition(LONG, LONG) { MT_PLATFORM_STUB(); }
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void CPythonApplication::SetCamera(float, float, float, float) { MT_PLATFORM_STUB(); }
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void CPythonApplication::GetCamera(float* distance, float* pitch, float* rotation, float* height) {
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MT_PLATFORM_STUB();
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if (distance) *distance = 0;
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if (pitch) *pitch = 0;
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if (rotation) *rotation = 0;
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if (height) *height = 0;
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}
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void CPythonApplication::RotateCamera(int) { MT_PLATFORM_STUB(); }
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void CPythonApplication::PitchCamera(int) { MT_PLATFORM_STUB(); }
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void CPythonApplication::ZoomCamera(int) { MT_PLATFORM_STUB(); }
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void CPythonApplication::MovieRotateCamera(int) { MT_PLATFORM_STUB(); }
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void CPythonApplication::MoviePitchCamera(int) { MT_PLATFORM_STUB(); }
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void CPythonApplication::MovieZoomCamera(int) { MT_PLATFORM_STUB(); }
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void CPythonApplication::MovieResetCamera() { MT_PLATFORM_STUB(); }
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float CPythonApplication::GetRotation() { MT_PLATFORM_STUB(); return 0; }
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float CPythonApplication::GetPitch() { MT_PLATFORM_STUB(); return 0; }
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void CPythonApplication::SetFPS(int) { MT_PLATFORM_STUB(); }
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time_t CPythonApplication::GetServerTime() { MT_PLATFORM_STUB(); return 0; }
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time_t CPythonApplication::GetServerTimeStamp() { MT_PLATFORM_STUB(); return 0; }
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void CPythonApplication::SetConnectData(const char*, int) { MT_PLATFORM_STUB(); }
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void CPythonApplication::GetConnectData(std::string& ip, int& port) { MT_PLATFORM_STUB(); ip.clear(); port = 0; }
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void CPythonApplication::EnableSpecialCameraMode() { MT_PLATFORM_STUB(); }
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void CPythonApplication::SetCameraSpeed(int) { MT_PLATFORM_STUB(); }
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void CPythonApplication::SaveCameraSetting(const char*) { MT_PLATFORM_STUB(); }
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bool CPythonApplication::LoadCameraSetting(const char*) { MT_PLATFORM_STUB(); return false; }
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void CPythonApplication::SetForceSightRange(int) { MT_PLATFORM_STUB(); }
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void CCamera::SetResistance(float) { MT_PLATFORM_STUB(); }
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void CCamera::SetCameraMaxDistance(float) { MT_PLATFORM_STUB(); }
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void CMovieMan::PlayLogo(const char*) { MT_PLATFORM_STUB(); }
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float GetDegreeDifference(float, float) { MT_PLATFORM_STUB(); return 0; }
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int GetRotatingDirection(float, float) { MT_PLATFORM_STUB(); return 0; }
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BOOL PERF_CHECKER_RENDER_GAME = FALSE;
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BOOL SKILL_EFFECT_UPGRADE_ENABLE = FALSE;
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BOOL USE_WEAPON_SPECULAR = FALSE;
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D3DXCOLOR g_fSpecularColor;
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double g_specularSpd = 0;
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bool LoadLocaleData(const char*) { MT_PLATFORM_STUB(); return false; }
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void SetGuildSymbolPath(const char*) { MT_PLATFORM_STUB(); }
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void TextTail_SetLivingTime(long) { MT_PLATFORM_STUB(); }
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namespace {
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// The supplied 40250 Client/locale.cfg selects "en" (code page 1252).
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// Keep these mutable for app.ForceSetLocale, as Locale.cpp does.
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std::string locale_name = "en";
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std::string locale_path = "locale/en";
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}
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const char* LocaleService_GetName() { return "EUROPE"; }
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bool LocaleService_IsCHEONMA() { MT_PLATFORM_STUB(); return false; }
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void LocaleService_SetCHEONMA(bool) { MT_PLATFORM_STUB(); }
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unsigned LocaleService_GetCodePage() { return 1252; }
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const char* LocaleService_GetLocaleName() { return locale_name.c_str(); }
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const char* LocaleService_GetLocalePath() { return locale_path.c_str(); }
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void LocaleService_ForceSetLocale(const char* name, const char* path) {
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locale_name = name ? name : "";
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locale_path = path ? path : "";
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}
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// 40250 UserInterface/Locale.cpp:9-31, 168-172 and 393-423 (the non-Japan branch), verbatim: what the network
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// slice (批次 2V1) and InsultChecker call.
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const char* LSS_YMIR = "YMIR";
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const char* LSS_JAPAN = "JAPAN";
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const char* LSS_ENGLISH = "ENGLISH";
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const char* LSS_HONGKONG = "HONGKONG";
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const char* LSS_TAIWAN = "TAIWAN";
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const char* LSS_NEWCIBN = "NEWCIBN";
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const char* LSS_EUROPE = "EUROPE";
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const char* LSS_GLOBAL = "GLOBAL";
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#ifndef LSS_SECURITY_KEY
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#define LSS_SECURITY_KEY "testtesttesttest"
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#endif
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std::string __SECURITY_KEY_STRING__ = LSS_SECURITY_KEY;
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const char* LocaleService_GetSecurityKey()
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{
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return __SECURITY_KEY_STRING__.c_str();
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}
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bool LocaleService_IsYMIR() { return (stricmp( LocaleService_GetName(), LSS_YMIR ) == 0) || (stricmp( LocaleService_GetLocaleName(), "ymir" ) == 0); }
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bool LocaleService_IsJAPAN() { return (stricmp( LocaleService_GetName(), LSS_JAPAN ) == 0) || (stricmp( LocaleService_GetLocaleName(), "japan" ) == 0); }
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bool LocaleService_IsENGLISH() { return (stricmp( LocaleService_GetName(), LSS_ENGLISH ) == 0); }
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bool LocaleService_IsEUROPE() { return (stricmp( LocaleService_GetName(), LSS_EUROPE ) == 0); }
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bool LocaleService_IsHONGKONG() { return (stricmp( LocaleService_GetName(), LSS_HONGKONG ) == 0); }
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bool LocaleService_IsTAIWAN() { return (stricmp( LocaleService_GetName(), LSS_TAIWAN ) == 0); }
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bool LocaleService_IsNEWCIBN() { return (stricmp( LocaleService_GetName(), LSS_NEWCIBN ) == 0); }
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BOOL LocaleService_IsLeadByte( const char chByte )
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{
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return (((unsigned char) chByte) & 0x80) != 0;
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}
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int LocaleService_StringCompareCI( LPCSTR szStringLeft, LPCSTR szStringRight, size_t sizeLength )
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{
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return strnicmp( szStringLeft, szStringRight, sizeLength );
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}
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// 40250 UserInterface/GameType.cpp:9-73 (DEFAULT_FONT), verbatim.
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// PORT: the default names are CP949 literals in 40250; ui.py sets the locale font (app.SetDefaultFontName)
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// before anything asks for it.
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static std::string gs_strDefaultFontName = "굴림체:12.fnt";
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static std::string gs_strDefaultItalicFontName = "굴림체: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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