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>
73 lines
1.4 KiB
C++
73 lines
1.4 KiB
C++
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#ifndef _AmbienceStruct_H_
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#define _AmbienceStruct_H_
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#include "STL.h"
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/////////////////////////////////////////////////////////////////////////////
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// STL의 string 클래스가 링크 에러를 일으켜서 대용으로 쓰기 위해 새로 만듬.
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class tString
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{
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char * m_pString;
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public:
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tString();
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tString( const char * );
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tString( const tString & );
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~tString();
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tString & operator=( const tString & );
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unsigned int size();
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const char * c_str() { return m_pString; }
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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typedef std::pair<float, tString> WAVEFILE;
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typedef std::list< WAVEFILE > WAVEFILELIST; //pair<float, string> => 시간, 화일이름
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struct SSoundAsset
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{
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enum eTrigger {
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T_IN = 0,
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T_OUT = 1,
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T_IN_OUT = 2
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};
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tString m_Name;
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eTrigger m_eTrigger;
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int m_iSndBufIndex;
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bool m_b3DSound;
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WAVEFILELIST * m_pWaveFileList;
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SSoundAsset();
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SSoundAsset( const SSoundAsset & );
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~SSoundAsset();
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SSoundAsset & operator=( const SSoundAsset & );
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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struct SAmbience
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{
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int m_SoundAssetID;
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float m_fPosX;
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float m_fPosY;
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float m_fPosZ;
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float m_fMinDistance;
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float m_fMaxDistance;
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int iSoundBufferIndex;
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long lObjectSceneID;
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SAmbience();
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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#endif |