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Client/Engine/Zalla3D Scene Class/SectorAmbienceMap.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

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// SectorAmbienceMap.h: interface for the CSectorAmbienceMap class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SECTORAMBIENCEMAP_H__C1C0A8F8_771B_4D64_814E_0B7F8285632C__INCLUDED_)
#define AFX_SECTORAMBIENCEMAP_H__C1C0A8F8_771B_4D64_814E_0B7F8285632C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "RenderTexture.h"
#include <vector>
#include <string>
using namespace std;
#define ZONE_NUM 15
#define AMB_TEXTURESIZE 128
#define AMBDIRECTORY_PATH "c:\\MP-Project\\SOUND\\Amb\\"
//==========================
// Define Script Key
//==========================
#define APP_SET "SET"
#define APP_SECTOR_AMBIENCE "SECTOR_AMBIENCE"
#define KEY_AMBIENCE "AMBIENCE"
#define KEY_ZONE "ZONE"
#define KEY_SECTORX "SECTORX"
#define KEY_SECTORY "SECTORY"
#define KEY_TEXTURE "TEXTURE"
#define KEY_NUM_AMBIENCE "NUM_AMBIENCE"
#define KEY_AMB "AMB"
#define KEY_COLOR "COLOR"
#define KEY_SCHEDULE "SCHEDULE"
#define KEY_START "START"
#define KEY_END "END"
#define KEY_SOUND "SOUND"
#define KEY_POINTCOLOR "POINTCOLOR"
#define KEY_RANDOM "RANDOM"
struct AmbSchedule
{
float fStartTime;
float fEndTime;
char strFilename[MAX_PATH];
vector<char*> RandomSndList;
int iRandSndCycle; //·»´ý»ç¿îµå ½Ã°£°£°Ý
};
struct AmbienceInfo
{
DWORD dwColor;
DWORD dwPointColor;
vector<D3DXVECTOR3*> AmbPointList;
vector<AmbSchedule*> ScheduleList;
};
struct SectorAmbience
{
int iSectorX;
int iSectorY;
vector<AmbienceInfo*> AmbInfoList;
char strTexFilename[MAX_PATH];
DWORD ColorTable[AMB_TEXTURESIZE][AMB_TEXTURESIZE];
};
class CSectorAmbienceMap
{
protected:
vector<SectorAmbience*> m_ScriptDataList[ZONE_NUM];
vector<SectorAmbience*> m_SectorAmbList;
LPDIRECT3DTEXTURE8 m_pAmbTexture;
CRenderTexture m_ResizeTexture;
protected:
void DeleteScriptData();
void LoadAmbTexture( char* strFile );
void GetPosFromLockPos( D3DXVECTOR3* outPos, int inPosX, int inPosY, int SectorX, int SectorY );
void MakeColorTable( DWORD* pDest, char* strSrcFile );
void SaveColorTable( DWORD* pSrce, char* strDestFile );
public:
CSectorAmbienceMap();
virtual ~CSectorAmbienceMap();
void DeleteAmbData();
void WriteBinData( const char* strFilePath );
void WriteScriptData( const char* strFilename ); // ÇѰ³ÀÇ ¹ÙÀ̳ʸ®·ÎµÈ AMBÁ¤º¸¸¦ Script·Î ÀúÀåÇÑ´Ù.
void LoadData( char* strFile );
void GetScriptData( const char* strFilename );
SectorAmbience* GetSectorAmbience( int SectorX, int SectorY );
};
#endif // !defined(AFX_SECTORAMBIENCEMAP_H__C1C0A8F8_771B_4D64_814E_0B7F8285632C__INCLUDED_)