示例#1
0
void CQuickConnection::Initial(void)
{
	IXMLDOMDocument2Ptr pConfig;
#ifdef _DEBUG
	CFileSys::ConvertBinaryXML( "script\\QuickConnection.xml","script\\QuickConnection.bml" );
	FILE* fIn;
	if( NULL != (fIn=fopen( "script\\QuickConnection.bml","rb" )))
	{
		CFileSys::LoadBinaryXML( pConfig, fIn );
	}
	fclose( fIn );
#else
	DFileGPack packFile;
	packFile.Open(SFullName("script","QuickConnection.bml"));
	CFileSys::LoadBinaryXML(pConfig, packFile.GetFile(), packFile.GetSize());
	packFile.Close();
#endif

	MSXML2::IXMLDOMNodePtr pNode = NULL;

	if( pNode = pConfig->selectSingleNode( L"./root/quick_mode" ) )
	{
		long nIsQuickMode = pNode->GetnodeTypedValue(); 
		m_nIsQuickMode = nIsQuickMode;
	}

	if( pNode = pConfig->selectSingleNode( L"./root/frame_speed_on" ) )
	{
		long nFrameSpeedOn = pNode->GetnodeTypedValue(); 
	    m_nFrameSpeedOn = nFrameSpeedOn;
	}

	if( pNode = pConfig->selectSingleNode( L"./root/full_court" ) )
	{
		long nFullCourt = pNode->GetnodeTypedValue(); 
	    m_nIsFullCourt = nFullCourt;
	}


	if( pNode = pConfig->selectSingleNode( L"./root/select_host" ) )
	{
		long nIsHost = pNode->GetnodeTypedValue(); // long, short.
		m_nIsHost = nIsHost;
//
	}

	// 중앙 서버의 ip 주소를 얻어 온다. 
	if(pNode = pConfig->selectSingleNode(L"./root/server_option/server_addr"))
	{
		_bstr_t server_addr = pNode->GetnodeTypedValue();
		m_sServerAddr = server_addr;
	}

	// 중앙 서버의 Port 를 얻어 온다. 
	if(pNode = pConfig->selectSingleNode(L"./root/server_option/server_port"))
	{
		long nServerPort = pNode->GetnodeTypedValue();
		m_iServerPort = nServerPort;
	}

	if(pNode = pConfig->selectSingleNode( L"./root/host_config/host_port" ))
	{
		long nHostPort = pNode->GetnodeTypedValue();
		m_nHostPort = nHostPort;
	}
	
	if(pNode = pConfig->selectSingleNode( L"./root/host_config/player_on_player" ))
	{
		long nPlayerOn = pNode->GetnodeTypedValue();
		m_nPlayerOn = nPlayerOn;
	}

	if(pNode = pConfig->selectSingleNode( L"./root/host_config/play_mode" ))
	{
		_bstr_t sPlayMode = pNode->GetnodeTypedValue();
		m_sPlayMode = sPlayMode;

	}


/////
	MSXML2::IXMLDOMNodeListPtr pObjectList = pConfig->selectNodes(L"./root/host_db/character");
	int nObject   = pObjectList->Getlength();
	for( int j = 0; j < nObject; j++ )
	{
		MSXML2::IXMLDOMNodePtr   pNode;
		MSXML2::IXMLDOMNodePtr pObject = pObjectList->Getitem(j);
		pNode = pObject->selectSingleNode(L"./position/x");
		m_vecPos[j].X = pNode->GetnodeTypedValue();
		pNode = pObject->selectSingleNode(L"./position/y");
		m_vecPos[j].Y = pNode->GetnodeTypedValue();
		pNode = pObject->selectSingleNode(L"./position/z");
		m_vecPos[j].Z = pNode->GetnodeTypedValue();
	}
/////
	if(pNode = pConfig->selectSingleNode( L"./root/client_option/connection_addr" ))
	{
		_bstr_t sConnectAddr = pNode->GetnodeTypedValue();
		m_sConnectAddr = sConnectAddr;
	}
	if(pNode = pConfig->selectSingleNode( L"./root/client_option/connection_id" ))
	{
		_bstr_t sConnectionId = pNode->GetnodeTypedValue();
		m_sConnectionId = sConnectionId;
	}
	if(pNode = pConfig->selectSingleNode( L"./root/client_option/char_id" ))
	{
		long nCharID = pNode->GetnodeTypedValue();
		m_nCharID = nCharID;
	}
	if(pNode = pConfig->selectSingleNode( L"./root/client_option/char_type" ))
	{
		long nCharType = pNode->GetnodeTypedValue();
		m_nCharType = nCharType;
	}
	if(pNode = pConfig->selectSingleNode( L"./root/client_option/client_port" ))
	{
		long nClientPort = pNode->GetnodeTypedValue();
		m_nClientPort = nClientPort;
	}
	if(pNode = pConfig->selectSingleNode( L"./root/client_option/with_ball" ))
	{
		long nWithBall = pNode->GetnodeTypedValue();
		m_nWithBall = nWithBall;
	}
	if(pNode = pConfig->selectSingleNode( L"./root/client_option/teamID" ))
	{
		long dwTeamID = pNode->GetnodeTypedValue();
		m_dwTeamID = dwTeamID;
	}
	if(pNode = pConfig->selectSingleNode( L"./root/client_option/scale" ))
	{
		m_fScale = pNode->GetnodeTypedValue();
	}
	if(pNode = pConfig->selectSingleNode( L"./root/client_option/latency" ))
	{
		m_fLatency = pNode->GetnodeTypedValue();
	}

    /////
	MSXML2::IXMLDOMNodeListPtr pItemList = pConfig->selectNodes(L"./root/client_option/item");
	int nItemCnt = pItemList->Getlength();
	
	m_nHaveItemCnt = nItemCnt;
	for( int k = 0; k < nItemCnt; k++ )
	{
		MSXML2::IXMLDOMNodePtr   pItemNode;
		MSXML2::IXMLDOMNodePtr pItmeObj = pItemList->Getitem(k);
		pItemNode = pItmeObj->selectSingleNode(L"./path");
		_bstr_t ItemName = pItemNode->GetnodeTypedValue();
		m_sHaveItemList[k] = ItemName;
	}
   ////
	pConfig.Release();
}
示例#2
0
void CShootManagerSys::LoadShootSolutionSet(LPCTSTR szFilename)
{
	int i;
	MSXML2::IXMLDOMDocument2Ptr pDoc;
	pDoc.CreateInstance(__uuidof(DOMDocument40));
	pDoc->load((_variant_t)szFilename);


	// 시뮬레이터에서 사용하는 거리 범위들을 로드한다.
	MSXML2::IXMLDOMNodeListPtr pNodeListDistance;
	MSXML2::IXMLDOMNodePtr pNodeDistance;
	float fDistance;
	pNodeListDistance = pDoc->selectNodes(L"root/distance_range/distance");
	for(i=0; i<pNodeListDistance->Getlength(); i++)
	{
		pNodeDistance = pNodeListDistance->Getitem(i);
		_bstr_t distance = pNodeDistance->GetnodeTypedValue();
		sscanf((LPCTSTR)distance, "%f", &fDistance);
		m_DistanceList.push_back(fDistance);
	}

	
	// 시뮬레이터에서 사용하는 각도 범위들을 로드한다.
	// 여기서 각도는 (골대 - 슈터) 와 양의 z 축 사이의 각도를 말한다.
	// degree 로 저장되어 있으므로 Angle 로 변환시킨다.
	MSXML2::IXMLDOMNodeListPtr pNodeListAngle;
	MSXML2::IXMLDOMNodePtr pNodeAngle;
	float fDegree;
	int iAngle;
	pNodeListAngle = pDoc->selectNodes(L"root/angle_range/degree");
	for(i=0; i<pNodeListAngle->Getlength(); i++)
	{
		pNodeAngle = pNodeListAngle->Getitem(i);
		_bstr_t degree = pNodeAngle->GetnodeTypedValue();
		sscanf((LPCTSTR)degree, "%f", &fDegree);
		iAngle = Degree2Angle(fDegree);					// degree 에서 Angle 로 변환한다.
		m_AngleList.push_back(iAngle);
	}

	// 전체 섹터 개수를 계산하고 여기에 맞게 메모리를 생성한다.
	int iNumSector = m_DistanceList.size() * (m_AngleList.size() + 1) + 6;
	for(i=0; i<iNumSector; i++)
	{
		ShootSolutionSector *pShootSolutionSector = new (m_ShootSolutionSectorArray) ShootSolutionSector;
	}

	// 각 섹터별로 섹터안의 Shoot Solution 들을 로드한다.
	MSXML2::IXMLDOMNodeListPtr pNodeListSector = pDoc->selectNodes(L"root/sector");
	MSXML2::IXMLDOMNodePtr pNodeSector;
	MSXML2::IXMLDOMNodePtr pNodeIndex;
	MSXML2::IXMLDOMNodePtr pNodePath;
	for(i=0; i<pNodeListSector->Getlength(); i++)
	{
		pNodeSector = pNodeListSector->Getitem(i);
		pNodeIndex = pNodeSector->selectSingleNode(L"index");
		pNodePath = pNodeSector->selectSingleNode(L"path");
		_bstr_t index = pNodeIndex->GetnodeTypedValue();
		_bstr_t path = pNodePath->GetnodeTypedValue();

		int iIndex = atoi((LPCTSTR)index);
		SString sFilePath = szFilename;
		sFilePath = DGetPathOnly(sFilePath);
		sFilePath += "\\";
		sFilePath += (LPCTSTR)path;
//		sFilePath.Format("%s\\%s\\%s", g_szCurrentPath, g_szSimulatorPath, (LPCTSTR)path);

		LoadShootSolutionSector(iIndex, (LPCTSTR)sFilePath);
	}

	pDoc.Release();		
}
示例#3
0
void CShootManagerSys::LoadShootSolutionSet(SFullName nameFile)
{
	int i;
	MSXML2::IXMLDOMDocument2Ptr pDoc = NULL;
	
	DFileGPack packFile;
	packFile.Open(nameFile);
	CFileSys::LoadBinaryXML(pDoc, packFile.GetFile(), packFile.GetSize());
	packFile.Close();
	
	// 시뮬레이터에서 사용하는 거리 범위들을 로드한다.
	MSXML2::IXMLDOMNodeListPtr pNodeListDistance;
	MSXML2::IXMLDOMNodePtr pNodeDistance;
	float fDistance;
	pNodeListDistance = pDoc->selectNodes(L"root/distance_range/distance");
	for(i=0; i<pNodeListDistance->Getlength(); i++)
	{
		pNodeDistance = pNodeListDistance->Getitem(i);
		_bstr_t distance = pNodeDistance->GetnodeTypedValue();
		sscanf((LPCTSTR)distance, "%f", &fDistance);
		m_DistanceList.push_back(fDistance);
	}
	
	
	// 시뮬레이터에서 사용하는 각도 범위들을 로드한다.
	// 여기서 각도는 (골대 - 슈터) 와 양의 z 축 사이의 각도를 말한다.
	// degree 로 저장되어 있으므로 Angle 로 변환시킨다.
	MSXML2::IXMLDOMNodeListPtr pNodeListAngle;
	MSXML2::IXMLDOMNodePtr pNodeAngle;
	float fDegree;
	int iAngle;
	pNodeListAngle = pDoc->selectNodes(L"root/angle_range/degree");
	for(i=0; i<pNodeListAngle->Getlength(); i++)
	{
		pNodeAngle = pNodeListAngle->Getitem(i);
		_bstr_t degree = pNodeAngle->GetnodeTypedValue();
		sscanf((LPCTSTR)degree, "%f", &fDegree);
		iAngle = Degree2Angle(fDegree);					// degree 에서 Angle 로 변환한다.
		m_AngleList.push_back(iAngle);
	}
	
	// 전체 섹터 개수를 계산하고 여기에 맞게 메모리를 생성한다.
	int iNumSector = m_DistanceList.size() * (m_AngleList.size() + 1) + 6;
	for(i=0; i<iNumSector; i++)
	{
		ShootSolutionSector *pShootSolutionSector = new (m_ShootSolutionSectorArray) ShootSolutionSector;
	}
	
	// 각 섹터별로 섹터안의 Shoot Solution 들을 로드한다.
	MSXML2::IXMLDOMNodeListPtr pNodeListSector = pDoc->selectNodes(L"root/sector");
	MSXML2::IXMLDOMNodePtr pNodeSector;
	MSXML2::IXMLDOMNodePtr pNodeIndex;
	MSXML2::IXMLDOMNodePtr pNodePath;
	for(i=0; i<pNodeListSector->Getlength(); i++)
	{
		pNodeSector = pNodeListSector->Getitem(i);
		pNodeIndex = pNodeSector->selectSingleNode(L"index");
		pNodePath = pNodeSector->selectSingleNode(L"path");
		_bstr_t index = pNodeIndex->GetnodeTypedValue();
		_bstr_t path = pNodePath->GetnodeTypedValue();
		
		SString strName = (LPCTSTR)path;

		DCutPath(strName);
		DCutFileExt(strName);
		strName[strName.Len()-3] = 'b';
		
		int iIndex = atoi((LPCTSTR)index);
		LoadShootSolutionSector(iIndex, SFullName("simulator",strName));

	//	int iIndex = atoi((LPCTSTR)index);
	//	SString sFilePath = szFilename;
	//	sFilePath = DGetPathOnly(sFilePath);
	//	sFilePath += "\\";
	//	sFilePath += (LPCTSTR)path;
		//		sFilePath.Format("%s\\%s\\%s", g_szCurrentPath, g_szSimulatorPath, (LPCTSTR)path);
		
	//	LoadShootSolutionSector(iIndex, (LPCTSTR)sFilePath);
	}
	
	CFileSys::UnloadXML(pDoc);	
}
示例#4
0
bool CGameApp::Init()
{	
// plasma 2005.07.06 - 디버그 모드에선 그냥 직접 읽고, 릴리즈 모드에선 pak 파일에서 추출해서 사용한다.
#ifdef _DEBUG
//	if( !g_TextManager.Load("text_data/text.dat") ) 
	if( !g_TextManager.LoadPack("text.dat", "text_data") ) 
	{
		MessageBox( NULL, "Text.Dat load fail", "Error", MB_OK );
	}
#else
	if( !g_TextManager.LoadPack("text.dat", "text_data") ) 
	{
		MessageBox( NULL, "Text.Dat load fail", "Error", MB_OK );
	}
#endif
	
	// Create game all systems.
	m_pGSystem  = new CSystemWin32Imp;
	m_pGSystem->Init(m_pProcessInfo);

	// 2003/11/19 by impurity create xml system
	MSXML2::IXMLDOMDocument2Ptr pDoc = NULL;
//#ifdef _DEBUG
//	CFileSys::ConvertBinaryXML("script\\window.xml","script\\window.bml");
//	FILE* fIn;
//	if(NULL!=(fIn=fopen("script\\window.bml","rb")))
//	{
//		CFileSys::LoadBinaryXML(pDoc, fIn);
//	}	
//	fclose( fIn );
//#else 
	DFileGPack packFile;
	packFile.Open(SFullName("script","window.bml"));
	CFileSys::LoadBinaryXML(pDoc, packFile.GetFile(), packFile.GetSize());
	packFile.Close();
//#endif
	
	
	MSXML2::IXMLDOMNodePtr pNode = NULL;
	
	if(pNode=pDoc->selectSingleNode(L"./root/window/bitperpixel"))
	{
		m_DisplayMode.iBitPerPixel = (short)pNode->GetnodeTypedValue();
	}
	else
	{
		m_DisplayMode.iBitPerPixel = 16;
	}
	
	m_DisplayMode.iDeviceType = 0;
	
	//if(pNode=pDoc->selectSingleNode(L"./root/window/fullmode"))
	//{
	//	m_DisplayMode.iFullScreen = (bool)pNode->GetnodeTypedValue();
	//	((CProcessInfoWin32Imp *)m_pProcessInfo)->m_bFullScreen = true;
	//}
	//else
	{
		m_DisplayMode.iFullScreen = false;
		((CProcessInfoWin32Imp *)m_pProcessInfo)->m_bFullScreen = false;
	}
	
	m_DisplayMode.iRefreshRate = 0;
	m_DisplayMode.iZBufferDepth = 32;
	
	if(pNode=pDoc->selectSingleNode(L"./root/window/width"))
	{
		m_DisplayMode.iWidth = (short)pNode->GetnodeTypedValue();
	}
	else
	{
		m_DisplayMode.iWidth = 800;
	}
	
	if(pNode=pDoc->selectSingleNode(L"./root/window/height"))
	{
		m_DisplayMode.iHeight = (short)pNode->GetnodeTypedValue();
	}
	else
	{
		m_DisplayMode.iHeight = 600;
	}
	
	CFileSys::UnloadXML(pDoc);
	


	m_pGameFactory = new CGameFactoryImp;
	// Register Game factory to Factory System.
	m_pGSystem->GetFactorySys()->RegisterGameFactory( m_pGameFactory );


	// 3d base initial.
	InitPhysics();

	CWindowSysWin32Imp* pWindowSysWin32Imp = (CWindowSysWin32Imp*)m_pGSystem->GetWindowSys();

	if( !m_pGSystem->GetGControlSys()->Create( pWindowSysWin32Imp->m_hWnd, 
		                                       m_DisplayMode ) )
	{
		// Device create error 
		DLogWriteSystem("Create Device Error");
		Shutdown();
	}

	int Xplus = GetSystemMetrics(SM_CXBORDER)*2*GetSystemMetrics(SM_CXFIXEDFRAME);
	int Yplus = GetSystemMetrics(SM_CYBORDER)*2*GetSystemMetrics(SM_CYFIXEDFRAME) +
				GetSystemMetrics(SM_CYCAPTION);
	SetWindowPos(pWindowSysWin32Imp->m_hWnd, HWND_NOTOPMOST, (GetSystemMetrics(SM_CXSCREEN)-m_DisplayMode.iWidth)/2,
				(GetSystemMetrics(SM_CYSCREEN)-m_DisplayMode.iHeight)/2
				, m_DisplayMode.iWidth+Xplus, m_DisplayMode.iHeight+Yplus, SWP_SHOWWINDOW);


	m_pGSystem->GetGControlSys()->GetDevice()->SetRenderState( D3DRS_AMBIENT, 0xAAAAAA );

	m_pGSystem->GetGControlSys()->SetTextureAutoCompress( true );
	DLogEnable(true);

	// 우선 모든 Layer 들을 생성한다.
	CResourceSysWin32Imp *pResourceSys = (CResourceSysWin32Imp *)m_pGSystem->GetResourceSys();
	pResourceSys->CreateLayerAll();
	pResourceSys->CreateTask(FACTORY_ID_TASK_FRAME_PLAYER);

	CFrameTask *pTask = (CFrameTask *)pResourceSys->GetTask(FACTORY_ID_TASK_FRAME_PLAYER);
	m_pGSystem->GetTaskSys()->PostTaskCommand(CTaskCommand::FRAMESYNC_PUSH_BACK, pTask);
	pWindowSysWin32Imp->SetWndProcTask(pTask);


	// insert only game layer to task.
	CQuickConnection::Instance.Initial();

	// 욕설 필터링을 작동한다.
	LoadCurses("curse.pak");

	// 2006.4.23 doo 메크로채팅 텍스트를 로드한다.
	g_pMacroChatFinder = new CMacroChat;
	g_pMacroChatFinder->Init();
	
	// Login Server 의 ip, port 를 저장한다.
	// 임시로 CQuickConnection 에서 ip, port 를 가져오도록 하였다.
	CInfoSys *pInfoSys = m_pGSystem->GetInfoSys();
	pInfoSys->SetLoginServerAddress((LPCTSTR)CQuickConnection::Instance.m_sServerAddr, CQuickConnection::Instance.m_iServerPort);	
	
	//m_pGSystem->GetInfoSys()->SetPPLName(SName("ppl_ting"));

	// Reject Popup
	CInfoSys::SGameIDInfo *pGameIDInfo;
	pGameIDInfo = m_pGSystem->GetInfoSys()->GetGameIDInfo();
	pGameIDInfo->bRejectPopup = false;
	pGameIDInfo->bObserverChar = false;

	CQuickConnection::Instance.m_nIsQuickMode = 1;
	CQuickConnection::Instance.m_nIsHost = 1;
	CQuickConnection::Instance.m_sServerAddr = "127.0.0.1";
	CQuickConnection::Instance.m_iServerPort = 10000;
	CQuickConnection::Instance.m_nIsFullCourt = 0;
	CQuickConnection::Instance.m_nFrameSpeedOn = 1;
	CQuickConnection::Instance.m_nHostPort = 10001;
	CQuickConnection::Instance.m_nPlayerOn = 1;
	CQuickConnection::Instance.m_sPlayMode = "auto";
	CQuickConnection::Instance.m_vecPos[0] = SVector(1,0,0);
	CQuickConnection::Instance.m_vecPos[1] = SVector(0,0,1);
	CQuickConnection::Instance.m_vecPos[2] = SVector(2,0,0);
	CQuickConnection::Instance.m_vecPos[3] = SVector(0,0,2);
	CQuickConnection::Instance.m_vecPos[4] = SVector(3,0,0);
	CQuickConnection::Instance.m_vecPos[5] = SVector(0,0,3);

	CQuickConnection::Instance.m_sConnectAddr = "127.0.0.1";
	CQuickConnection::Instance.m_sConnectionId = "c1test45";
	CQuickConnection::Instance.m_nClientPort = 10000;
	CQuickConnection::Instance.m_nCharID = 5;
	CQuickConnection::Instance.m_nCharType = 5;
	CQuickConnection::Instance.m_dwTeamID = 0;
	//CQuickConnection::Instance.m_dwMyId = 1;

	if( CQuickConnection::Instance.m_nIsQuickMode )
	{
		CFrameTask* pFrameTask = (CFrameTask*)pTask;
		// game render layer.
		CRenderLayer_Game* pRenderLayer = (CRenderLayer_Game *)pResourceSys->GetRenderLayer( FACTORY_ID_RENDERLAYER_GAME );
		pFrameTask->PostRenderLayerCommand( CRenderLayerCommand::PUSH_BACK, pRenderLayer );
		pRenderLayer->ResourceLoad(m_pGSystem, NULL);

		// game logic layer.
		CLogicLayer* pLogicLayer = pResourceSys->GetLogicLayer( FACTORY_ID_LOGICLAYER_GAME );
		pFrameTask->PostLogicLayerCommand( CLogicLayerCommand::PUSH_BACK, pLogicLayer );

		// host logic layer.
		if( CQuickConnection::Instance.m_nIsHost )
		{
			pLogicLayer = pResourceSys->GetLogicLayer( FACTORY_ID_LOGICLAYER_HOST );
			CLogicLayer_Host* pHostLogicLayer = (CLogicLayer_Host*)pLogicLayer;
			pHostLogicLayer->InitHost(CQuickConnection::Instance.m_nHostPort, 1 );
			pFrameTask->PostLogicLayerCommand( CLogicLayerCommand::PUSH_BACK, pLogicLayer );
		}
		
		m_pGSystem->GetInfoSys()->LoadGameOption("game.cfg");
		
	}
	else // insert all layer to excute game.
	{
		// lobby layer.
//		CInterfaceLayer *pInterfaceLayer_Login = pResourceSys->GetInterfaceLayer(FACTORY_ID_INTERFACELAYER_CREATECHAR);
//		pTask->PostInterfaceLayerCommand(CInterfaceLayerCommand::PUSH_BACK, pInterfaceLayer_Login);
		
		// room layer.
	}

	// plasma 2005.07.06 - Resource Table
#ifdef _DEBUG
/*	CTableResource* pItemRsc = new CTableResource;
	std::vector<std::string> ItemCustomKey;
	ItemCustomKey.push_back("ItemCode");
	pItemRsc->SetCustomKey(ItemCustomKey);
	pItemRsc->Load("text_data/ItemShop.txt");
	CTableRscManager::Instance().AddTableResource( "item", pItemRsc );
		
	CTableResource* pSkillRsc = new CTableResource;
	std::vector<std::string> SkillCustomKey;
	SkillCustomKey.push_back("SkillNo");
	SkillCustomKey.push_back("Kind");
	pSkillRsc->SetCustomKey(SkillCustomKey);
	pSkillRsc->Load("text_data/skillshop.txt");
	CTableRscManager::Instance().AddTableResource( "skill", pSkillRsc );

	CTableResource* pTrainingRsc = new CTableResource;
	std::vector<std::string> TrainingCustomKey;
	TrainingCustomKey.push_back("TrainingNo");
	pTrainingRsc->SetCustomKey(TrainingCustomKey);
	pTrainingRsc->Load("text_data/TrainingShop.txt");
	CTableRscManager::Instance().AddTableResource( "training", pTrainingRsc );
*/
	CTableResource* pItemRsc = new CTableResource;
	std::vector<std::string> ItemCustomKey;
	ItemCustomKey.push_back("ItemCode");
	pItemRsc->SetCustomKey(ItemCustomKey);
	pItemRsc->LoadPack("text_data", "ItemShop.txt");
	CTableRscManager::Instance().AddTableResource( "item", pItemRsc );
		
	CTableResource* pSkillRsc = new CTableResource;
	std::vector<std::string> SkillCustomKey;
	SkillCustomKey.push_back("SkillNo");
	SkillCustomKey.push_back("Kind");
	pSkillRsc->SetCustomKey(SkillCustomKey);
	pSkillRsc->LoadPack("text_data", "skillshop.txt");
	CTableRscManager::Instance().AddTableResource( "skill", pSkillRsc );

	CTableResource* pTrainingRsc = new CTableResource;
	std::vector<std::string> TrainingCustomKey;
	TrainingCustomKey.push_back("TrainingNo");
	pTrainingRsc->SetCustomKey(TrainingCustomKey);
	pTrainingRsc->LoadPack("text_data", "TrainingShop.txt");
	CTableRscManager::Instance().AddTableResource( "training", pTrainingRsc );

#else
	CTableResource* pItemRsc = new CTableResource;
	std::vector<std::string> ItemCustomKey;
	ItemCustomKey.push_back("ItemCode");
	pItemRsc->SetCustomKey(ItemCustomKey);
	pItemRsc->LoadPack("text_data", "ItemShop.txt");
	CTableRscManager::Instance().AddTableResource( "item", pItemRsc );
		
	CTableResource* pSkillRsc = new CTableResource;
	std::vector<std::string> SkillCustomKey;
	SkillCustomKey.push_back("SkillNo");
	SkillCustomKey.push_back("Kind");
	pSkillRsc->SetCustomKey(SkillCustomKey);
	pSkillRsc->LoadPack("text_data", "skillshop.txt");
	CTableRscManager::Instance().AddTableResource( "skill", pSkillRsc );

	CTableResource* pTrainingRsc = new CTableResource;
	std::vector<std::string> TrainingCustomKey;
	TrainingCustomKey.push_back("TrainingNo");
	pTrainingRsc->SetCustomKey(TrainingCustomKey);
	pTrainingRsc->LoadPack("text_data", "TrainingShop.txt");
	CTableRscManager::Instance().AddTableResource( "training", pTrainingRsc );
#endif

	return true;
}