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Hello rose online lovers my last release here in this section was an emulator source code that i was have it and i was like to help the section and some members came up like that member
told me that someone called deebee or w/e will not allow that the source code to be released and this world is now only money hungers, so today i'm posting discussion about if there is anyone still interesting into roseonline development, so should i release source code ?
#Note: Source code is 100% Official.
#Edit
Part of zz_interface.cpp
Source Codes:-
Here is it new links
and the 1st post edited in the thread
IRose 2 SRCS:
TWRose SRC:
i forgot to tell you guys use RAR5 xD
#Edit
Password: MeGaMaX
again forgot something xD -.-
Greetings MeGaMaX.
told me that someone called deebee or w/e will not allow that the source code to be released and this world is now only money hungers, so today i'm posting discussion about if there is anyone still interesting into roseonline development, so should i release source code ?
#Note: Source code is 100% Official.
#Edit
Part of zz_interface.cpp
Code:
/**
* @file zz_interface.cpp
* @brief znzin external interface class
* @author Jiho Choi (zho@korea.com)
*
* $Header: /engine/src/zz_interface.cpp 288 07-04-06 9:17p Choo0219 $
*/
//-----------------------------------------------------------------------------------------------
//#define FORCE_LOGGING
//#define PROFILE_INTERFACE // activate this, if you want to log interface profiling information
//#define LOG_SWAPTIME
//#define PROFILE_NORMAL
//-----------------------------------------------------------------------------------------------
#include "zz_tier0.h"
#include "zz_algebra.h"
#include "zz_system.h"
#include "zz_motion.h"
#include "zz_motion_tool.h"
#include "zz_model.h"
#include "zz_camera_follow.h"
#include "zz_render_state.h"
#include "zz_ik_limb.h"
#include "zz_visible.h"
#include "zz_bvolume.h"
#include "zz_script_simple.h"
#include "zz_skeleton.h"
#include "zz_gamma.h"
#include "zz_terrain_block.h"
#include "zz_ocean_block.h"
#include "zz_morpher.h"
#include "zz_sky.h"
#include "zz_profiler.h"
#include "zz_particle_emitter.h"
#include "zz_trail.h"
#include "zz_texture.h"
#include "zz_material_ocean.h"
#include "zz_material_colormap.h"
#include "zz_material_terrain.h"
#include "zz_material_sky.h"
#include "zz_os.h"
#include "zz_vfs.h"
#include "zz_vfs_pkg.h"
#include "zz_vfs_local.h"
#include "zz_vfs_mem.h"
#include "zz_manager.h"
#include "zz_font.h"
#include "zz_font_d3d.h"
#include "zz_renderer.h"
#include "zz_renderer_d3d.h"
#include "zz_script_lua.h"
#include "zz_view.h"
#include "zz_light_direct.h"
#include "zz_light_point.h"
#include "zz_interface.h"
#include "zz_bone.h"
#include "zz_shader.h"
#include "zz_mesh.h"
#include "zz_mesh_terrain.h"
#include "zz_mesh_ocean.h"
#include "zz_mesh_tool.h"
#include "zz_manager_sound.h"
#include "zz_manager_font.h"
#include "zz_sound.h"
#include "zz_path.h"
#include "zz_vfs_thread.h"
#include "zz_sfx.h"
#include "zz_channel_position.h"
#include "zz_channel_rotation.h"
#include "zz_channel_xy.h"
#include "zz_channel_x.h"
#include "zz_assert.h"
#include "zz_dx_version.h"
#include "zz_cursor.h"
#include "zz_primitive.h"
#include <stdarg.h>
#include <algorithm> // checkThreadTextures
#define ISTRUE(int_val) (int_val != 0)
#pragma warning(disable : 4312) // to disable warning reinterpret_cast HNODE to greater size
#pragma warning(disable : 4311) // to disable pointer truncation
#ifdef PROFILE_INTERFACE
#define CHECK_INTERFACE(interface_name) ZZ_PROFILER_INSTALL(interface_name)
#else
#define CHECK_INTERFACE(interface_name)
#endif
#ifdef PROFILE_MATERIAL
#define CHECK_INTERFACE_MATERIAL(interface_name) CHECK_INTERFACE(interface_name)
#else
#define CHECK_INTERFACE_MATERIAL(interface_name)
#endif
#ifdef PROFILE_FONT
#define CHECK_INTERFACE_FONT(interface_name) CHECK_INTERFACE(interface_name)
#else
#define CHECK_INTERFACE_FONT(interface_name)
#endif
#ifdef PROFILE_SPRITE
#define CHECK_INTERFACE_SPRITE(interface_name) CHECK_INTERFACE(interface_name)
#else
#define CHECK_INTERFACE_SPRITE(interface_name)
#endif
#define CHECK_INTERFACE_FORCE(interface_name) ZZ_PROFILER_INSTALL(interface_name)
//=================================
// system global variables setting
//=================================
#define MAX_FLOAT_ARRAY 256
#define ZZ_INFINITE (999999999.f)
#define FLOAT3_TO_VEC3(PFLT) (*(reinterpret_cast<vec3*>( PFLT )))
#define SPECULAR_SPHEREMAP_PATH "etc/specular_spheremap.dds"
float float_array[MAX_FLOAT_ARRAY];
long frame_count = 0; // debugging frame count. increased by swapbuffer
// for intersect query
// first test *include* and, then *exclude*
//int include_classes =
// ZZ_TYPE_VISIBLE | ZZ_TYPE_ANIMATABLE
// | ZZ_TYPE_MORPHER | ZZ_TYPE_SKELETON | ZZ_TYPE_MODEL
// | ZZ_TYPE_PARTICLE | ZZ_TYPE_TRAIL | ZZ_TYPE_TERRAIN; // initially include all classes
int include_classes = ZZ_TYPE_TERRAIN; // initially include all classes
int exclude_classes = ZZ_TYPE_NONE; // initially exclude all classes
bool save_screenshot_once = false; // for save screenshot
zz_render_state * state = NULL;
#ifdef _WIN32
extern HINSTANCE g_hinstDLL;
void setWindowInstance ( HINSTANCE hInstance )
{
g_hinstDLL = hInstance;
}
#endif
ZZ_SCRIPT
int setScreen ( int Width, int Height, int Depth, int bUseFullScreen )
{
CHECK_INTERFACE(setScreen);
state->screen_width = Width;
state->screen_height = Height;
state->screen_depth = Depth;
state->buffer_width = Width;
state->buffer_height = Height;
state->buffer_depth = Depth;
state->use_fullscreen = ISTRUE(bUseFullScreen);
znzin->view->set_depth(Depth);
znzin->view->set_fullscreen(ISTRUE(bUseFullScreen));
znzin->view->set_width(Width);
znzin->view->set_height(Height);
return 1;
}
ZZ_SCRIPT
void setBuffer ( int Width, int Height, int Depth )
{
CHECK_INTERFACE(setBuffer);
state->buffer_width = Width;
state->buffer_height = Height;
state->buffer_depth = Depth;
}
ZZ_SCRIPT
int useHardwareVertexProcessing ( int bUse )
{
CHECK_INTERFACE(useHardwareVertexProcessing);
state->use_hw_vertex_processing_support = ISTRUE(bUse);
return 0;
}
Source Codes:-
Here is it new links
and the 1st post edited in the thread
IRose 2 SRCS:
You must be registered to see links
TWRose SRC:
You must be registered to see links
i forgot to tell you guys use RAR5 xD
#Edit
Password: MeGaMaX
again forgot something xD -.-
Greetings MeGaMaX.
Last edited: