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📄 gameclient.cpp

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// GameClient.cpp : Defines the entry point for the application.
//

#include "stdafx.h"
GSG_SelectPlayer*	g_ptr_select_player_game	= NULL;
MainGame*			g_ptr_main_game				= NULL;
CConfig				g_config;

int APIENTRY WinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPSTR     lpCmdLine,
                     int       nCmdShow)
{
 	// TODO: Place code here.
	GameClientApp	app;
	GameClientEngine		engine;
	CGsSource		source;
	std::string str;
	GSG_SelectPlayer game_select_player(&engine);
	g_ptr_select_player_game	= &game_select_player;
	MainGame		main_game(&engine);
	g_ptr_main_game	= &main_game;
	LOG		log;
	log.BeginLog("log.txt");
//	g_ptr_net_lib_log	= &log;
	int ret	= 0;
	if (!Net_Startup(2,2))
	{
		return 0;
	}
	source.Load("test.gss");
	if(FALSE==app.CreateApp(hInstance, lpCmdLine, IDI_DEMO, false, 800, 600))
		goto exit;
	engine.InitEngine(app.GetMainWnd());
	engine.SetSource(&source);
	engine.SetGame(&game_select_player);
	str = CGsFunc::GetGsApp()->GetAppPath(NULL);
	str += "\\server.ini";
	g_config.SetINIFile(str.c_str());
	main_game.LoadConfig();
	if(FALSE==game_select_player.InitGame())
	{
		goto exit;
	}
	ret = app.Run();
	main_game.EndGame();
exit:
	main_game.Disconnect();
	Net_Cleanup();
	return ret;
}

std::string g_get_unit_res(int type)
{
	std::string str_res;
	switch(type)
	{
	case 1:
		str_res = "npc\\behemoth.ini";
		break;
	case 2:
		str_res = "npc\\arch_angel.ini";//"npc\\chaos_magic_female.ini";
		break;
	case 3:
		str_res = "npc\\evil_sorceress.ini";//"npc\\life_magic_female.ini";
		break;
	case 4:
		str_res = "npc\\bandit.ini";//"npc\\chaos_archer_male.ini";
		break;
	case 5:
		str_res = "npc\\black_dragon.ini";
		break;
	case 6:
		str_res = "npc\\titan.ini";
		break;
	case 7:
		str_res = "npc\\wolf.ini";//"npc\\dark_blademaster.ini";
		break;
	case 8:
		str_res = "npc\\gargantuan.ini";
		break;
	case 9:
		str_res = "npc\\berserker.ini";
		break;
	case 10:
		str_res = "npc\\dwarf.ini";
		break;
	case 11:
		str_res = "npc\\imp.ini";
		break;
	case 12:
		str_res = "npc\\dark_blademaster.ini";
		break;
	case 13:
		str_res = "npc\\dark_knight.ini";
		break;
	case 14:
		str_res = "npc\\beholder.ini";
		break;
	case 15:
		str_res = "npc\\champion.ini";
		break;
	case 16:
		str_res = "npc\\crusader.ini";
		break;
	case 17:
		str_res = "npc\\mermaid.ini";
		break;
	case 18:
		str_res = "npc\\minotaur.ini";
		break;
	case 19:
		str_res = "npc\\naga.ini";
		break;
	case 20:
		str_res = "npc\\orge_mage.ini";
		break;
	case 21:
		str_res = "npc\\skeleton.ini";
		break;
	case 22:
		str_res = "npc\\sprite.ini";
		break;
	case 23:
		str_res = "npc\\thunderbird.ini";
		break;
	case 24:
		str_res = "npc\\Troglodyte.ini";
		break;
	case 25:
		str_res = "npc\\troll.ini";
		break;
	case 26:
		str_res = "npc\\unicorn.ini";
		break;
	case 27:
		str_res = "npc\\vampire.ini";
		break;
	case 28:
		str_res = "npc\\white_tiger.ini";
		break;
	case 29:
		str_res = "npc\\beholder.ini";
		break;
	case 30:
		str_res = "npc\\life_magic_female.ini";
		break;
	case 31:
		str_res = "npc\\magic_girl.ini";
		break;
	case 32:
		str_res = "npc\\power_man.ini";
		break;
	case 33:
		str_res = "npc\\power_man.ini";
		break;
	case 34:
		str_res = "npc\\death_archer_female.ini";
		break;
	case 35:
		str_res = "npc\\death_magic_female.ini";
		break;
	case 36:
		str_res = "npc\\order_archer_female.ini";
		break;
	case 37:
		str_res = "npc\\order_might_female.ini";
		break;
	case 38:
		str_res = "npc\\efreet.ini";
		break;
	case 39:
		str_res = "npc\\genie.ini";
		break;
	case 40:
		str_res = "npc\\chaos_magic_female.ini";
		break;
	case 41:
		str_res = "npc\\ghost.ini";
		break;
	case 42:
		str_res = "npc\\swordman.ini";
		break;
	case 43:
		str_res = "npc\\beholder.ini";
		break;
	default:
		str_res = "npc\\behemoth.ini";
		break;
	}
	return str_res;
}

std::string g_get_particle_magic_res(int type)
{
	std::string str_res;
	if(type>=150 && type<1000)
	{
		str_res = "particles\\magic_arrow";
		return str_res;
	}
	switch(type)
	{
	case 2001:
	case 2051:
		str_res = "particles\\magic_1";
		break;
	case 2002:
	case 2052:
		str_res = "particles\\magic_2";
		break;
	case 2003:
	case 2053:
		str_res = "game\\test_1";
		break;
	case 2004:
	case 2054:
		str_res = "particles\\magic_3";
		break;
	case 2005:
	case 2055:
		str_res = "particles\\magic_5";
		break;
	case 2006:
	case 2056:
		str_res = "particles\\magic_6";
		break;
	default:
		str_res = "";
		break;
	}
	return str_res;
}

std::string g_get_effect_ani_res(int type)
{
	std::string str_res;
	switch(type)
	{
	case 101:
	case 151:
	case 1001:
	case 1011:
	case 1051:
	case 2001:
	case 2051:
		str_res = "animation\\spell\\lighting.txg";//闪电
		break;
	case 102:
	case 152:
	case 1002:
	case 1052:
	case 2002:
	case 2052:
		str_res = "magic\\poison.txg";//毒
		break;
	case 103:
	case 153:
	case 1003:
	case 1053:
	case 2003:
	case 2053:
		str_res = "magic\\stun.txg";//吸魂魄
		break;
	case 104:
	case 154:
	case 1004:
	case 1054:
	case 2004:
	case 2054:
		str_res = "magic\\terror.txg";//冰冻
		break;
	case 105:
	case 155:
	case 1005:
	case 1055:
	case 2005:
	case 2055:
		str_res = "magic\\cancellation.txg";//吸魂魄
		break;
	case 106:
	case 156:
	case 1006:
	case 1056:
	case 2006:
	case 2056:
		str_res = "magic\\fear.txg";//吸魂魄
		break;
	default:
		str_res = "magic\\stun.txg";//晕
		break;
	}
	return str_res;
}

std::string g_get_missile_ani_res(int type)
{
	std::string str_res;
	if(type<1000)
	{
		str_res	= "ani\\arrow.txg";
		return str_res;
	}
	switch(type)
	{
	case 1001:
	case 1011:
	case 1051:
	case 2001:
	case 2051:
//		str_res = "animation\\spell\\lighting.txg";//闪电
//		break;
	case 1002:
	case 1052:
	case 2002:
	case 2052:
//		str_res = "magic\\poison.txg";//毒
//		break;
	case 1003:
	case 1053:
	case 2003:
	case 2053:
//		str_res = "magic\\stun.txg";//吸魂魄
//		break;
	case 1004:
	case 1054:
	case 2004:
	case 2054:
//		str_res = "magic\\terror.txg";//冰冻
//		break;
	case 1005:
	case 1055:
	case 2005:
	case 2055:
//		str_res = "magic\\cancellation.txg";//吸魂魄
//		break;
	case 1006:
	case 1056:
	case 2006:
	case 2056:
//		str_res = "magic\\fear.txg";//吸魂魄
//		break;
	default:
		str_res = "";//
		break;
	}
	return str_res;
}
std::string g_get_effect_sound_res(int type)
{
	std::string str_res;
	switch(type)
	{
	case 101:
	case 151:
	case 1001:
	case 1011:
	case 1051:
	case 2001:
	case 2051:
		str_res = "sound\\LightningBolt.wav";//闪电
		break;
	case 102:
	case 152:
	case 1002:
	case 1052:
	case 2002:
	case 2052:
		str_res = "sound\\die_3.wav";//毒
		break;
	case 103:
	case 153:
	case 1003:
	case 1053:
	case 2003:
	case 2053:
		str_res = "sound\\fireball.wav";//
		break;
	case 104:
	case 154:
	case 1004:
	case 1054:
	case 2004:
	case 2054:
		str_res = "sound\\hurt_2.wav";//冰冻
		break;
	case 105:
	case 155:
	case 1005:
	case 1055:
	case 2005:
	case 2055:
		str_res = "sound\\hurt_4.wav";//吸魂魄
		break;
	case 106:
	case 156:
	case 1006:
	case 1056:
	case 2006:
	case 2056:
		str_res = "sound\\hurt_4.wav";//吸魂魄
		break;
	default:
		str_res = "";//晕
		break;
	}
	return str_res;
}

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