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>
This commit is contained in:
373
GameTools/Zallad3D SceneClass/Z3DTYPES.h
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373
GameTools/Zallad3D SceneClass/Z3DTYPES.h
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// Z3DTYPES.h: interface for the Z3DTYPES class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3DTYPES_H__0B082281_CC66_11D4_AD2B_0000E8EB4C69__INCLUDED_)
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#define AFX_Z3DTYPES_H__0B082281_CC66_11D4_AD2B_0000E8EB4C69__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "vector.h"
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#include "misc.h"
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#include <stdio.h>
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#include "vertex.h"
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#pragma pack(push, Z3D_ALIGN4)
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#pragma pack(4)
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#define Z3D_LOD_LEVEL 4
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struct Z3DBlend2Vertex_
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{
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vector3 pos;
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float bfactor;
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BYTE mtrx_id[2];
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vector3 normal;
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float u;
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float v;
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BYTE lodLevel;
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};
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struct Z3DBlend2Vertex
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{
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vector3 pos;
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float bfactor;
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BYTE mtrx_id[2];
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vector3 normal;
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vector3 u;
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float tu;
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float tv;
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BYTE lodLevel;
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};
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struct Z3DMeshIndex
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{
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WORD* pIndices;
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long lIndexCount;
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Z3DMeshIndex()
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{
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pIndices = NULL;
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lIndexCount = 0;
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}
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~Z3DMeshIndex()
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{
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SAFE_DELETEA( pIndices );
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}
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};
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struct Z3DLODMesh_
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{
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WORD wId;
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Z3DBlend2Vertex_* pVertices;
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long lVertexCount;
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Z3DMeshIndex aIndex[Z3D_LOD_LEVEL];
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Z3DLODMesh_()
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{
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wId = 999;
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pVertices = NULL;
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lVertexCount = 0;
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}
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~Z3DLODMesh_()
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{
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SAFE_DELETEA( pVertices );
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}
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bool Load( const char* szFilename )
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{
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FILE* fp;
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if((fp = fopen(szFilename, "rb")) == NULL )
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{
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return false;
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}
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fread( &wId, sizeof(WORD), 1, fp );
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fread( &lVertexCount, sizeof(long), 1, fp );
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pVertices = new Z3DBlend2Vertex_[lVertexCount];
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if( NULL == pVertices )
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{
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fclose( fp );
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return false;
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}
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for(int i = 0; i < Z3D_LOD_LEVEL; i++ )
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{
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fread( &(aIndex[i].lIndexCount), sizeof(long), 1, fp );
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if( aIndex[i].lIndexCount )
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{
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aIndex[i].pIndices = new WORD[aIndex[i].lIndexCount];
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if( NULL == aIndex[i].pIndices )
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{
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fclose( fp );
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return false;
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}
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}
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}
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fread( pVertices, sizeof(Z3DBlend2Vertex_), lVertexCount, fp );
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for( i = 0; i < Z3D_LOD_LEVEL; i++ )
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{
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if( aIndex[i].lIndexCount )
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{
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fread( aIndex[i].pIndices, sizeof(WORD), aIndex[i].lIndexCount, fp );
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}
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}
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fclose( fp );
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return true;
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}
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int GetId()
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{
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return wId;
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}
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};
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struct Z3DLODMesh
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{
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WORD wId;
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Z3DBlend2Vertex* pVertices;
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long lVertexCount;
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Z3DMeshIndex aIndex[Z3D_LOD_LEVEL];
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Z3DLODMesh()
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{
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wId = 999;
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pVertices = NULL;
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lVertexCount = 0;
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}
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~Z3DLODMesh()
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{
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SAFE_DELETEA( pVertices );
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}
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bool Load( const char* szFilename )
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{
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FILE* fp;
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if((fp = fopen(szFilename, "rb")) == NULL )
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{
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return false;
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}
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fread( &wId, sizeof(WORD), 1, fp );
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fread( &lVertexCount, sizeof(long), 1, fp );
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pVertices = new Z3DBlend2Vertex[lVertexCount];
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if( NULL == pVertices )
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{
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fclose( fp );
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return false;
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}
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for(int i = 0; i < Z3D_LOD_LEVEL; i++ )
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{
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fread( &(aIndex[i].lIndexCount), sizeof(long), 1, fp );
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if( aIndex[i].lIndexCount )
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{
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aIndex[i].pIndices = new WORD[aIndex[i].lIndexCount];
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if( NULL == aIndex[i].pIndices )
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{
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fclose( fp );
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return false;
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}
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}
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}
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fread( pVertices, sizeof(Z3DBlend2Vertex), lVertexCount, fp );
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for( i = 0; i < Z3D_LOD_LEVEL; i++ )
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{
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if( aIndex[i].lIndexCount )
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{
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fread( aIndex[i].pIndices, sizeof(WORD), aIndex[i].lIndexCount, fp );
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}
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}
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fclose( fp );
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return true;
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}
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bool Save( const char* szFilename )
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{
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FILE* fp;
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if((fp = fopen(szFilename, "wb")) == NULL )
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{
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return false;
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}
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// writing id
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fwrite( &wId, sizeof(WORD), 1, fp );
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// writing vertex count
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fwrite( &lVertexCount, sizeof(long), 1, fp );
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if( NULL == pVertices )
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{
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fclose( fp );
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return false;
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}
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// writing index count of each LOD level
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for(int i = 0; i < Z3D_LOD_LEVEL; i++ )
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{
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fwrite( &(aIndex[i].lIndexCount), sizeof(long), 1, fp );
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if( aIndex[i].lIndexCount )
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{
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if( NULL == aIndex[i].pIndices )
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{
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fclose( fp );
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return false;
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}
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}
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}
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// writing vertex content
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fwrite( pVertices, sizeof(Z3DBlend2Vertex), lVertexCount, fp );
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// writing index content of each LOD level
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for( i = 0; i < Z3D_LOD_LEVEL; i++ )
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{
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if( aIndex[i].lIndexCount )
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{
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fwrite( aIndex[i].pIndices, sizeof(WORD), aIndex[i].lIndexCount, fp );
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}
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}
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fclose( fp );
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return true;
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}
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int GetId()
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{
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return wId;
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}
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};
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struct Z3DAMesh
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{
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WORD m_wVertexCount;
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BumpVertex* m_pVertices;
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WORD m_wIndexCount;
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WORD* m_pIndices;
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WORD m_wMarker1;
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WORD m_wMarker2;
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Z3DAMesh()
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{
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m_wVertexCount = 0;
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m_pVertices = NULL;
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m_wIndexCount = 0;
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m_pIndices = NULL;
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m_wMarker1 = 0;
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m_wMarker2 = 0;
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}
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~Z3DAMesh()
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{
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SAFE_DELETEA(m_pVertices);
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SAFE_DELETEA(m_pIndices);
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}
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bool Load( const char* szFileName )
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{
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FILE* fp;
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if((fp = fopen(szFileName, "rb")) == NULL )
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{
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return false;
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}
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fread( &m_wVertexCount, sizeof(WORD), 1, fp );
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fread( &m_wIndexCount, sizeof(WORD), 1, fp );
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m_pVertices = new BumpVertex[m_wVertexCount];
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if( NULL == m_pVertices )
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{
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fclose( fp );
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return false;
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}
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m_pIndices = new WORD[m_wIndexCount];
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if( NULL == m_pIndices )
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{
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fclose( fp );
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return false;
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}
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fread( m_pVertices, sizeof(BumpVertex), m_wVertexCount, fp );
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fread( m_pIndices, sizeof(WORD), m_wIndexCount, fp );
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fread( &m_wMarker1, sizeof(WORD), 1, fp );
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fread( &m_wMarker2, sizeof(WORD), 1, fp );
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fclose(fp);
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return true;
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}
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bool Save( const char* szFileName )
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{
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FILE* fp;
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if((fp = fopen(szFileName, "wb")) == NULL )
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{
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return false;
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}
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fwrite( &m_wVertexCount, sizeof(WORD), 1, fp );
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fwrite( &m_wIndexCount, sizeof(WORD), 1, fp );
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if( NULL == m_pVertices )
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{
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fclose( fp );
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return false;
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}
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if( NULL == m_pIndices )
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{
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fclose( fp );
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return false;
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}
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fwrite( m_pVertices, sizeof(BumpVertex), m_wVertexCount, fp );
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fwrite( m_pIndices, sizeof(WORD), m_wIndexCount, fp );
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fwrite( &m_wMarker1, sizeof(WORD), 1, fp );
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fwrite( &m_wMarker2, sizeof(WORD), 1, fp );
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fclose(fp);
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return true;
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}
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};
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/*struct Z3DMesh
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{
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Z3DBlend2Vertex* pVertices;
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long lVertexCount;
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Z3DMeshIndex index;
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};*/
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#pragma pack(pop, Z3D_ALIGN4)
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#endif // !defined(AFX_Z3DTYPES_H__0B082281_CC66_11D4_AD2B_0000E8EB4C69__INCLUDED_)
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