Esempio n. 1
0
const char* FN_weapon_type(int weapon)
{
#define FN_NAME(weapon)	case weapon: return #weapon
	switch (weapon)
	{
		FN_NAME(WEAPON_SWORD);
		FN_NAME(WEAPON_DAGGER);
		FN_NAME(WEAPON_BOW);
		FN_NAME(WEAPON_TWO_HANDED);
		FN_NAME(WEAPON_BELL);
		FN_NAME(WEAPON_FAN);
		FN_NAME(WEAPON_ARROW);
		FN_NAME(WEAPON_MOUNT_SPEAR);
		FN_NAME(WEAPON_NUM_TYPES);
	}

	return "UNKNOWN";
#undef FN_NAME
}
Esempio n. 2
0
const char* FN_race_name(int race)
{
#define FN_NAME(race)	case race: return #race
	switch (race)
	{
		FN_NAME(MAIN_RACE_WARRIOR_M);
		FN_NAME(MAIN_RACE_ASSASSIN_W);
		FN_NAME(MAIN_RACE_SURA_M);
		FN_NAME(MAIN_RACE_SHAMAN_W);
		FN_NAME(MAIN_RACE_WARRIOR_W);
		FN_NAME(MAIN_RACE_ASSASSIN_M);
		FN_NAME(MAIN_RACE_SURA_W);
		FN_NAME(MAIN_RACE_SHAMAN_M);
		FN_NAME(MAIN_RACE_MAX_NUM);
	}

	return "UNKNOWN";
#undef FN_NAME
}
Esempio n. 3
0
LTRESULT CLTCommonClient::GetAttachmentObjects(HATTACHMENT hAttachment, HOBJECT &hParent, HOBJECT &hChild) {
    FN_NAME(CLTCommonClient::GetAttachmentObjects);
    Attachment *pAttachment;

    pAttachment = (Attachment *)hAttachment;
    if (!pAttachment)
    {
        ERR(1, LT_INVALIDPARAMS);
    }

	hChild	= g_pClientMgr->FindObject(pAttachment->m_nChildID);
    hParent = g_pClientMgr->FindObject(pAttachment->m_nParentID);
    
    if (!hParent || !hChild)
    {
        ERR(1, LT_NOTINITIALIZED);
    }

    return LT_OK;
}
Esempio n. 4
0
LTRESULT CLTCommonClient::SetObjectFilenames(HOBJECT pObj, ObjectCreateStruct *pStruct) 
{
    FN_NAME(CLTCommonClient::SetObjectFilenames);
    InternalObjectSetup objectSetup;
    uint32 i;
    


    CHECK_PARAMS2(pStruct && pObj &&
        (pObj->m_ObjectType == OT_MODEL || pObj->m_ObjectType == OT_SPRITE));

    // Unload un-used model textures..
    if (pObj->m_ObjectType == OT_MODEL)
    {
		//This function is currently not being called because it would constantly remove textures
		//and ruin caching. This leads to some wasted texture memory during the course of a level,
		//but does help prevent hitching
        //g_pClientMgr->FreeUnusedModelTextures(pObj);
    }

    // Setup the InternalObjectSetup.
    objectSetup.m_pSetup = pStruct;
    objectSetup.m_Filename[0].m_pFilename = pStruct->m_Filename;
    objectSetup.m_Filename[0].m_FileType = FILE_ANYFILE;
    for (i=0; i < MAX_MODEL_TEXTURES; i++)
    {
        objectSetup.m_SkinNames[i].m_pFilename = pStruct->m_SkinNames[i];
        objectSetup.m_SkinNames[i].m_FileType = FILE_ANYFILE;
    }

    for(i=0; i < MAX_MODEL_RENDERSTYLES; i++)
    {
        objectSetup.m_RenderStyleNames[i].m_pFilename = pStruct->m_RenderStyleNames[i];
        objectSetup.m_RenderStyleNames[i].m_FileType = FILE_ANYFILE;
    }

    // Init 
    return so_ExtraInit(pObj, &objectSetup, LTFALSE);
}
Esempio n. 5
0
LTRESULT CLTCommonClient::SetObjectResource(HOBJECT pObj, EObjectResource eType, uint32 nIndex, const char* pszResource)
{
    FN_NAME(CLTCommonClient::SetObjectResource);
    CHECK_PARAMS2(pObj && (pObj->m_ObjectType == OT_MODEL || pObj->m_ObjectType == OT_SPRITE));

	ObjectCreateStruct ocs;
	ocs.Clear();

	if(pObj->m_ObjectType == OT_MODEL)
	{
		if(eType == eObjectResource_ObjectFile)
		{
			LTStrCpy(ocs.m_Filename, pszResource, MAX_CS_FILENAME_LEN);
		}
		else if(eType == eObjectResource_Texture)
		{
			assert(nIndex < MAX_MODEL_TEXTURES);
			LTStrCpy(ocs.m_SkinNames[nIndex], pszResource, MAX_CS_FILENAME_LEN);
		}
		else if(eType == eObjectResource_RenderStyle)
		{
			assert(nIndex  < MAX_MODEL_RENDERSTYLES);
			LTStrCpy(ocs.m_RenderStyleNames[nIndex], pszResource, MAX_CS_FILENAME_LEN);
		}

		return SetObjectFilenames(pObj, &ocs);
	}
	else
	{
		assert(eType == eObjectResource_ObjectFile);
		LTStrCpy(ocs.m_Filename, pszResource, MAX_CS_FILENAME_LEN);

		return SetObjectFilenames(pObj, &ocs);
	}

	//return the error code
	return LT_OK;
}
FN_TYPE __sg_FN_NAME(spdid_t spdid, ARG1_T ARG1_V)
{
	FN_TYPE ret;
	ret = FN_NAME(spdid, ARG1_V);
	return ret;
}