bool ZSurvival::Load() { if (m_bLoaded) return true; string strFileDropTable(FILENAME_DROPTABLE); //#ifndef _DEBUG // strFileDropTable += ".mef"; //#endif if (!m_DropTable.ReadXml(ZApplication::GetFileSystem(), strFileDropTable.c_str())) { mlog("Error while Read m_DropTable %s", strFileDropTable.c_str()); return false; } string strFileNameZNPC(FILENAME_ZNPC_DESC); //#ifndef _DEBUG // strFileNameZNPC += ".mef"; //#endif if (!m_NPCCatalogue.ReadXml(ZApplication::GetFileSystem(), strFileNameZNPC.c_str())) { mlog("Error while Read Item Descriptor %s", strFileNameZNPC.c_str()); return false; } ProcessNPCDropTableMatching(); string strFileNameSurvivalMap(FILENAME_SURVIVALMAP); //#ifndef _DEBUG // strFileNameSurvivalMap += ".mef"; //#endif if (!m_MapCatalogue.ReadXml(ZApplication::GetFileSystem(), strFileNameSurvivalMap.c_str())) { mlog("Read Survivalmap Catalogue Failed"); return false; } //여기다 애니메이션 이벤트 xml 파일 읽는 부분을 추가해주고....... RAniEventMgr* AniEventMgr = ZGetAniEventMgr(); if (!AniEventMgr->ReadXml(ZApplication::GetFileSystem(), "System/AnimationEvent.xml")) { mlog("Read Animation Event Failed"); return false; } m_bLoaded = true; return true; }
bool MMatchQuest::OnCreate() { if (!m_DropTable.ReadXml(FILENAME_DROPTABLE)) { mlog("Droptable Read Failed"); return false; } if (!m_NPCCatalogue.ReadXml(FILENAME_NPC_DESC)) { mlog("Read NPC Catalogue Failed"); return false; } ProcessNPCDropTableMatching(); if (!m_NPCSetCatalogue.ReadXml(FILENAME_NPCSET_DESC)) { mlog("Read NPCSet Catalogue Failed"); return false; } if (!m_ScenarioCatalogue.ReadXml(FILENAME_SCENARIO)) { mlog("Read Scenario Catalogue Failed"); return false; } if (!m_MapCatalogue.ReadXml(FILENAME_QUESTMAP)) { mlog("Read Questmap Catalogue Failed"); return false; } #ifdef _DEBUG m_MapCatalogue.DebugReport(); #endif return true; }