Files
Client/Engine/Zalla3D Scene Class/SectorEffectMap.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

59 lines
1.3 KiB
C++

// SectorEffectMap.cpp: implementation of the CSectorEffectMap class.
//
//////////////////////////////////////////////////////////////////////
#include "SectorEffectMap.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSectorEffectMap::CSectorEffectMap()
{
Sector_EffectNum = 0;
pick_index = -1;
}
CSectorEffectMap::~CSectorEffectMap()
{
int i;
for(i=0;i<(int)m_strEffectName.size();i++) {
if(m_strEffectName[i])
delete[] m_strEffectName[i];
}
m_strEffectName.clear();
//for(i=0;i<Sector_EffectNum;i++) {
//}
}
//DEL void CSectorEffectMap::Add_Effect(char *name, vector3 pos, int index_x, int index_y)
//DEL {
//DEL CEffectMap tmp;
//DEL strcpy(tmp.FileName,name);
//DEL tmp.IndexX = index_x;
//DEL tmp.IndexY = index_y;
//DEL memcpy(&tmp.pos,&pos,sizeof(vector3));
//DEL
//DEL m_Effect.Add(tmp);
//DEL m_vecEffectPos.Add(pos);
//DEL Effect_Num++;
//DEL
//DEL }
//DEL bool CSectorEffectMap::EffectSectorIn(int x_index, int y_index,int i)
//DEL {
//DEL
//DEL
//DEL if( m_Effect[i].IndexY == y_index && m_Effect[i].IndexX == x_index)
//DEL return true;
//DEL
//DEL return false;
//DEL }