- Joined
- Jun 10, 2006
- Messages
- 149
- Reaction score
- 108
The source is from MuX, now we need the client source, loveomg do you have it ?
I have the client source
but I dont want to release it now
If someone release the .map files I will consider to share the source
most of all make the client work!!
you want people developing the game, but don't provide the tools... Think, how people will developer if the game don't exist on internet ??
<TexturePath Path="Data\Effect\EffectTexture\Scene" />
<RegionPropertyList>
<RegionProperty TYPE="0" NAME="NoDivide" VIEWNAME="δ·ÖÅäÇøÓò" SHAPE="1" R="255" G="0" B="0" A="255" />
<RegionProperty TYPE="1" NAME="NoPK" VIEWNAME="²»¿ÉPKÇøÓò" SHAPE="0" R="0" G="255" B="0" A="255" />
<RegionProperty TYPE="2" NAME="NoBattle" VIEWNAME="²»¿ÉÕ½¶·ÇøÓò" SHAPE="0" R="0" G="0" B="255" A="255" />
<RegionProperty TYPE="3" NAME="Task" VIEWNAME="ÈÎÎñʼþÇøÓò" SHAPE="0" R="255" G="255" B="0" A="255" />
<RegionProperty TYPE="4" NAME="Music" VIEWNAME="ÒôÀÖÇøÓò" SHAPE="1" R="255" G="0" B="255" A="255" />
<RegionProperty TYPE="5" NAME="MusicEffect" VIEWNAME="ÒôÐ§ÇøÓò" SHAPE="1" R="0" G="255" B="255" A="255" />
bool CTerrain::ExportTerrainToServer( const char *pszFile,const char *pszMapID )
{
//char *pszFileLower = new char[strlen(pszFile)+1];
//strcpy_s( pszFileLower, strlen( pszFileLower)+1, pszFile );
char pszFileLower[MAX_PATH];
strcpy_s( pszFileLower, pszFile );
size_t iLen = strlen( pszFileLower );
for ( size_t i = 0; i < iLen; ++i )
pszFileLower[i] = tolower( pszFileLower[i] );
const char *pszExt = pszFileLower + iLen - 4;
if ( strcmp( pszExt, ".map" ) != 0 )
{
LOG( "±£´æÖÁ·þÎñÆ÷ÎļþÀ©Õ¹Ãû±ØÐëΪ: map \n" );
return false;
}
FILE *fp;
TRY_BEGIN
// @step0 ´ò¿ªÎļþ
errno_t err;
if( ( err = fopen_s( &fp, pszFile, "w+b" ) ) !=0 )
{
LOG1( "Îļþ:%s´ò¿ª´íÎó!\n", pszFile );
return false;
}
// @step1 д°æ±¾ºÅ
static const DWORD dwVersion = 0x0101;
fwrite( &dwVersion, sizeof( DWORD ), 1, fp );
// @step1.5 дµØÍ¼±àºÅ
// ¸ù¾Ý´æ´¢µÄÎļþÃûÅж¨ÊÇ·ñÊÇÁí´æÎªÆäËûµØÍ¼±àºÅ [6/23/2010 hemeng]
if (pszMapID)
{
string strSaveMapID = string(pszMapID);
DWORD dwSaveMapID = MyStringToDWORD(strSaveMapID);
if (dwSaveMapID == m_MapNO)
{
fwrite( &m_MapNO, sizeof( DWORD ), 1, fp );
}
else
{
fwrite( &dwSaveMapID, sizeof( DWORD ), 1, fp );
}
}
else
{
fwrite( &m_MapNO, sizeof( DWORD ), 1, fp );
}
// @step2 дX,Y
fwrite( &m_iTotalX, sizeof( int ), 1, fp );
fwrite( &m_iTotalY, sizeof( int ), 1, fp );
// @step3 д¸ñ×ÓµÄÊýÄ¿
int iGridX = m_iChunkNumX * GRIDINCHUNK;
int iGridY = m_iChunkNumY * GRIDINCHUNK;
fwrite( &iGridX, sizeof( int ), 1, fp );
fwrite( &iGridY, sizeof( int ), 1, fp );
// @step4 дµØÐÎÊôÐÔ
for ( int i = 0; i < iGridX*iGridY; ++i )
{
fwrite( &( m_pGrids[i].iTerrainProperty ), sizeof( int ), 1, fp );
}
// @step5 ¹Ø±ÕÎļþ
fclose( fp );
TRY_END_HANDLE( fclose( fp ); return false; )
//ExportTerrainInfo("E:/test/terrainInfo.xml");
return true;
}