Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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73
Engine/Zalla3D Scene Class/AmbienceManager.h
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73
Engine/Zalla3D Scene Class/AmbienceManager.h
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// AmbienceManager.h: interface for the CAmbienceManager class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_AMBIENCEMANAGER_H__0F58FE74_1039_42DF_94B3_9CCEAC652943__INCLUDED_)
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#define AFX_AMBIENCEMANAGER_H__0F58FE74_1039_42DF_94B3_9CCEAC652943__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 "SectorAmbienceMap.h"
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#include "RenderTexture.h"
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#include <vector>
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using namespace std;
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class CD3DFont;
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class CSceneEventMgr;
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class CAmbienceManager
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{
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friend class CSceneEventMgr;
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protected:
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static CAmbienceManager* ms_pInstance;
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CSectorAmbienceMap* m_pSectorAmbMap;
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bool m_bFadeIn;
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bool m_bFadeOut;
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float m_fFadeInVolume;
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float m_fFadeOutVolume;
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char m_strFadeInFileName[MAX_PATH];
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char m_strFadeOutFileName[MAX_PATH];
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char m_strOldFile[MAX_PATH];
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bool m_bAmbPlay;
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char m_strAmbPlayFile[MAX_PATH];
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float m_fAmbVolume;
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float m_fMasterVolume;
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AmbSchedule* m_pCurSchedule;
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//TestMode
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bool m_bTestMode;
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bool m_bTestShow;
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CD3DFont* m_ptFont;
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LPDIRECT3DTEXTURE8 m_pAmbTexture;
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LPDIRECT3DTEXTURE8 m_pArrowTexture;
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LPD3DXSPRITE m_pMouseArrow;
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protected:
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CAmbienceManager();
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virtual ~CAmbienceManager();
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void LoadTexture( SectorAmbience* );
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void GetTextureLockPos( int& outX, int& outY, D3DXVECTOR3 inPos );
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bool GetAmbienceInfo( SectorAmbience* pinInfo, D3DXVECTOR3& inPos,
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char*& outStrFile, D3DVECTOR& outPos, float& outVol, DWORD& outMode );
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void TestScreen(D3DXVECTOR3 Pos);
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void RandomPlaySound();
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public:
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static CAmbienceManager* _GetInstance();
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static void _Destroy();
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void Create( bool bTestMode=false );
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void ReleaseAllData();
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void Update( D3DXVECTOR3& Pos, float fSkip, bool bCharSel );
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void PlayAmbience( char* strFile, D3DVECTOR vPos, float fVol, DWORD dwMode );
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void SetTestScreen( bool bShow ) { m_bTestShow = bShow; };
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CSectorAmbienceMap* GetAmbienceMap() { return m_pSectorAmbMap; };
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void AllStop();
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void SetVolume( float fVol ) { m_fMasterVolume = fVol; }
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};
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#endif // !defined(AFX_AMBIENCEMANAGER_H__0F58FE74_1039_42DF_94B3_9CCEAC652943__INCLUDED_)
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