Files
Client/Engine/Zalla3D Scene Class/AmbienceStruct.h
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

75 lines
1.4 KiB
C++

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