示例#1
0
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;
}
示例#2
0
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;
}