Files
Client/GameTools/Zallad3D SceneClass/SectorWideMap.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

78 lines
1.6 KiB
C++

// SectorWideMap.cpp: implementation of the CSectorWideMap class.
//
//////////////////////////////////////////////////////////////////////
#include "SectorWideMap.h"
#include "BaseDataDefine.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSectorWideMap::CSectorWideMap()
{
for(int i=0;i<3;i++)
{
strcpy(m_strWidemapName[i],"");
strcpy(m_strDetailName[i],"");
}
}
CSectorWideMap::~CSectorWideMap()
{
for(int i=0;i<3;i++)
{
if(m_WideMapTexture[i].GetTexture())
m_WideMapTexture[i].DeleteTexture();
if(m_DetailTexture[i].GetTexture())
m_DetailTexture[i].DeleteTexture();
}
}
void CSectorWideMap::DelWideTexture()
{
for(int i=0;i<3;i++)
{
if(m_WideMapTexture[i].GetTexture())
m_WideMapTexture[i].DeleteTexture();
if(m_DetailTexture[i].GetTexture())
m_DetailTexture[i].DeleteTexture();
}
//m_WideMapTexture.DeleteTexture();
}
void CSectorWideMap::ReloadWideTexture()
{
CTexture::SetPath(WIDETEXTUREPATH);
m_nDetail=0;
for(int i=0;i<3;i++)
{
if(strcmp(m_strDetailName[i],"")!=0)
{
m_WideMapTexture[i].LoadNotCache(m_strWidemapName[i]);
m_DetailTexture[i].LoadNotCache(m_strDetailName[i]);
m_nDetail++;
}
else
break;
}
}
void CSectorWideMap::GetWideTexture()
{
CTexture::SetPath(WIDETEXTUREPATH);
m_nDetail=0;
for(int i=0;i<3;i++)
{
if(strcmp(m_strDetailName[i],"")!=0)
{
m_WideMapTexture[i].Load(m_strWidemapName[i]);
m_DetailTexture[i].Load(m_strDetailName[i]);
m_nDetail++;
}
else
break;
}
}