Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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133
GameTools/Zallad3D SceneClass/HouseObjectScene.cpp
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133
GameTools/Zallad3D SceneClass/HouseObjectScene.cpp
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// HouseObjectNode.cpp: implementation of the CHouseObjectNode class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "HouseObjectScene.h"
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#include "SceneManager.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CHouseObjectScene::CHouseObjectScene()
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{
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m_bMedCull = true;
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}
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CHouseObjectScene::~CHouseObjectScene()
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{
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/*
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if(strcmp(m_strBSPName,"")!=0)
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{
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if(m_HouseObject->m_pBspObject)
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delete m_HouseObject->m_pBspObject;
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}
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else
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*/
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{
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CSceneManager::m_HouseObjectContainer.DeleteHouseObject(m_strOutName,
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m_strMedName,
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m_strInName,
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m_strBSPName);
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}
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}
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void CHouseObjectScene::Render(LPDIRECT3DDEVICE8 pd3dDevice)
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{
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if(m_HouseObject->m_pBspObject)
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{
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pd3dDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&m_AccumulateTM);
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m_HouseObject->Render(pd3dDevice);
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return;
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}
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if(isCulling()==false)
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return;
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pd3dDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&m_AccumulateTM);
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m_HouseObject->Render(pd3dDevice);
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}
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void CHouseObjectScene::UpdateBspPosition()
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{
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for(int i=CSceneManager::m_pBspConvertList.num-1;i>=0;i--)
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{
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if(CSceneManager::m_pBspConvertList[i]==this)
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{
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CSceneManager::m_pBspConvertList.DelIndex(i);
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CSceneManager::m_vecBspConvertList.DelIndex(i);
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}
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}
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if(m_HouseObject->m_pBspObject && m_HouseObject->m_pInHouseMap)
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{
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matrix matBspEnterPos;
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for(int cEnterBsp=0;cEnterBsp<m_HouseObject->m_pInHouseMap->m_matObjectList.num;cEnterBsp+=4)
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{
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matBspEnterPos=m_HouseObject->m_pInHouseMap->m_matObjectList[cEnterBsp]*m_AccumulateTM;
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CSceneManager::m_vecBspConvertList.Add(matBspEnterPos.GetLoc());
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CSceneManager::m_pBspConvertList.Add(this);
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}
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}
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/*
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if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pBspObject && CSceneManager::m_PickHouseScene->m_HouseObject->m_pInHouseMap)
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{
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if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pInHouseMap->m_matObjectList.num%4==1)
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{
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CSceneManager::m_PickHouseScene->m_HouseObject->m_pInHouseMap->m_matObjectList[
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CSceneManager::m_PickHouseScene->m_HouseObject->m_pInHouseMap->m_matObjectList.num-1]*
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CSceneManager::m_PickHouseScene->m_
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}
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matrix matBspEnterPos;
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for(int cEnterBsp=0;cEnterBsp<HouseObjectScene->m_HouseObject->m_pInHouseMap->m_matObjectList.num;cEnterBsp+=4)
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{
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matBspEnterPos=HouseObjectScene->m_HouseObject->m_pInHouseMap->m_matObjectList[cEnterBsp]*HouseObjectScene->m_AccumulateTM;
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CSceneManager::m_vecBspConvertList.Add(matBspEnterPos.GetLoc());
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CSceneManager::m_pBspConvertList.Add(HouseObjectScene);
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}
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//List<vector3> CSceneManager::m_vecBspConvertList;
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//List<CHouseObjectScene*> CSceneManager::m_pBspConvertList;
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}
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*/
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}
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void CHouseObjectScene::DeleteBspPosition()
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{
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for(int i=CSceneManager::m_pBspConvertList.num-1;i>=0;i--)
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{
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if(CSceneManager::m_pBspConvertList[i]==this)
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{
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CSceneManager::m_pBspConvertList.DelIndex(i);
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CSceneManager::m_vecBspConvertList.DelIndex(i);
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}
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}
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}
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void CHouseObjectScene::RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice)
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{
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if(m_HouseObject->m_pBspObject)
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{
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return;
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}
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if(isCulling()==false)
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return;
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pd3dDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&m_AccumulateTM);
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m_HouseObject->RenderGlare(pd3dDevice);
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}
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void CHouseObjectScene::RenderBlack( LPDIRECT3DDEVICE8 pd3dDevice )
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{
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if(m_HouseObject->m_pBspObject)
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{
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pd3dDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&m_AccumulateTM);
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m_HouseObject->RenderBlack(pd3dDevice);
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return;
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}
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if(isCulling()==false)
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return;
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pd3dDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)&m_AccumulateTM);
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m_HouseObject->RenderBlack(pd3dDevice);
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}
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