Files
Client/Engine/Zalla3D Scene Class/AmbienceStruct.cpp
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

126 lines
2.2 KiB
C++

#include "AmbienceStruct.h"
#include <list>
#include <vector>
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////////////
//
tString::tString()
: m_pString( NULL )
{
}
tString::tString( const char * szString )
{
m_pString = new char[ strlen( szString ) + 1 ];
strcpy( m_pString, szString );
}
tString::tString( const tString & rhs )
: m_pString( NULL )
{
this->operator=( rhs.m_pString );
}
tString::~tString()
{
if(m_pString) {
delete[] m_pString;
m_pString = NULL;
}
}
tString & tString::operator=( const tString & rhs )
{
if(m_pString) {
delete[] m_pString;
m_pString = NULL;
}
if( rhs.m_pString == NULL )
{
m_pString = NULL;
}
else
{
m_pString = new char[ strlen( rhs.m_pString ) + 1 ];
strcpy( m_pString, rhs.m_pString );
}
return *this;
}
unsigned int tString::size()
{
if( m_pString )
return strlen( m_pString );
else
return 0;
}
//////////////////////////////////////////////////////////////////////////////
//
SSoundAsset::SSoundAsset()
: m_eTrigger( T_IN_OUT )
, m_iSndBufIndex( -1 )
, m_b3DSound( true )
, m_Name( "À̸§ ¾øÀ½" )
, m_pWaveFileList( new WAVEFILELIST )
{}
SSoundAsset::SSoundAsset( const SSoundAsset & rhs )
: m_eTrigger( rhs.m_eTrigger )
, m_iSndBufIndex( rhs.m_iSndBufIndex )
, m_b3DSound( rhs.m_b3DSound )
, m_Name( rhs.m_Name )
, m_pWaveFileList( new WAVEFILELIST( *rhs.m_pWaveFileList ) )
{
}
SSoundAsset::~SSoundAsset()
{
if(m_pWaveFileList != NULL) {
delete m_pWaveFileList;
m_pWaveFileList = NULL;
}
}
SSoundAsset & SSoundAsset::operator =( const SSoundAsset & rhs )
{
m_eTrigger = rhs.m_eTrigger;
m_iSndBufIndex = rhs.m_iSndBufIndex;
m_b3DSound = rhs.m_b3DSound;
m_Name = rhs.m_Name;
if( m_pWaveFileList )
*m_pWaveFileList = *rhs.m_pWaveFileList;
else
m_pWaveFileList = new WAVEFILELIST( *rhs.m_pWaveFileList );
return *this;
}
//////////////////////////////////////////////////////////////////////////////
//
SAmbience::SAmbience()
: m_SoundAssetID( 0 )
, m_fPosX( 0.0f )
, m_fPosY( 0.0f )
, m_fPosZ( 0.0f )
, m_fMinDistance( 0.0f )
, m_fMaxDistance( 0.0f )
, iSoundBufferIndex( -1 )
, lObjectSceneID( 0 )
{}
//////////////////////////////////////////////////////////////////////////////