Files
Client/Engine/Zalla3D Scene Class/SectorHouseMap.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

56 lines
1.1 KiB
C++

// SectorHouseMap.cpp: implementation of the CSectorHouseMap class.
//
//////////////////////////////////////////////////////////////////////
#include "SectorHouseMap.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSectorHouseMap::CSectorHouseMap()
{
m_IndexX = 0;
m_IndexY = 0;
}
CSectorHouseMap::~CSectorHouseMap()
{
int i = 0;
int iSize = m_strOutName.size();
for(i=0;i<(int)iSize;++i)
{
if(m_strOutName[i])
delete[] m_strOutName[i];
}
iSize = m_strMedName.size();
for(i=0;i<(int)iSize;++i)
{
if(m_strMedName[i])
delete[] m_strMedName[i];
}
iSize = m_strInName.size();
for(i=0;i<(int)iSize;++i)
{
if(m_strInName[i])
delete[] m_strInName[i];
}
iSize = m_strBspName.size();
for(i=0;i<(int)iSize;++i)
{
if(m_strBspName[i])
delete[] m_strBspName[i];
}
m_TM.clear();
m_HouseSceneID.clear();
m_strInName.clear();
m_strMedName.clear();
m_strOutName.clear();
m_strBspName.clear();
}