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>
505 lines
15 KiB
C++
505 lines
15 KiB
C++
// DlgMapFileInfo.cpp : implementation file
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//
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#include "stdafx.h"
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#include "worldcreator.h"
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#include "DlgMapFileInfo.h"
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#include "BaseDataDefine.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgMapFileInfo dialog
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CDlgMapFileInfo::CDlgMapFileInfo(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgMapFileInfo::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgMapFileInfo)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void CDlgMapFileInfo::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgMapFileInfo)
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDlgMapFileInfo, CDialog)
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//{{AFX_MSG_MAP(CDlgMapFileInfo)
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ON_BN_CLICKED(IDC_BUTTON_DELFILE, OnButtonDelfile)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgMapFileInfo message handlers
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void CDlgMapFileInfo::OnButtonDelfile()
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{
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// TODO: Add your control notification handler code here
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char strPath[256];
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GetCurrentDirectory(256,strPath);
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sprintf(strPath,"%s\\Zone_01.z3s",strPath);
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FindUsedFileList(strPath);
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}
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void CDlgMapFileInfo::FindUsedFileList(char *strFilename)
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{
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FILE *fp=fopen(strFilename,"rb");
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if(fp==NULL)
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return;
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char strRead[256];
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fread(strRead,sizeof(char)*256,1,fp);
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long ReadTemp;
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fread(&ReadTemp,sizeof(long),1,fp);
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fread(&ReadTemp,sizeof(long),1,fp);
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fread(&ReadTemp,sizeof(long),1,fp);
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fread(&ReadTemp,sizeof(long),1,fp);
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int cSavedHeightData=0;
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fread(&cSavedHeightData,sizeof(int),1,fp);
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for(int cHeightData=0;cHeightData<cSavedHeightData;cHeightData++)
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{
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int ReadIndex;
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float ReadHeight[SECTORSX*SECTORSY];
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fread(&ReadIndex,sizeof(int),1,fp);
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fread(&ReadIndex,sizeof(int),1,fp);
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fread(ReadHeight,sizeof(float)*SECTORSX*SECTORSY,1,fp);
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}
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int cSavedWaterData=0;
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fread(&cSavedWaterData,sizeof(int),1,fp);
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for(int cWaterData=0;cWaterData<cSavedWaterData;cWaterData++)
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{
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int ReadIndex;
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float fReadPos;
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bool bReadBool;
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color cRead;
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fread(&ReadIndex,sizeof(int),1,fp);
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fread(&ReadIndex,sizeof(int),1,fp);
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fread(&fReadPos,sizeof(float),1,fp);
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fread(&fReadPos,sizeof(float),1,fp);
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fread(&fReadPos,sizeof(float),1,fp);
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fread(&fReadPos,sizeof(float),1,fp);
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fread(&fReadPos,sizeof(float),1,fp);
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fread(&bReadBool,sizeof(bool),1,fp);
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fread(&cRead,sizeof(color),1,fp);
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}
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int cSavedWideData=0;
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fread(&cSavedWideData,sizeof(int),1,fp);
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for(int cWideData=0;cWideData<cSavedWideData;cWideData++)
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{
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int ReadIndex;
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char ReadName[256];
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fread(&ReadIndex,sizeof(int),1,fp);
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fread(&ReadIndex,sizeof(int),1,fp);
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fread(ReadName,sizeof(char)*256,1,fp);//<2F><><EFBFBD><EFBFBD>
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CString strUsedFilename;
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strUsedFilename.Format("%s\\%s",WIDETEXTUREPATH,ReadName);
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m_UsedTextureFileList.AddUnique(strUsedFilename);
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}
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int cSavedFallData=0;
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fread(&cSavedFallData,sizeof(int),1,fp);
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for(int cFallData=0;cFallData<cSavedFallData;cFallData++)
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{
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int ReadIndex;
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int fReadPos;
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fread(&ReadIndex,sizeof(int),1,fp);
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fread(&ReadIndex,sizeof(int),1,fp);
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fread(&fReadPos,sizeof(float),1,fp);
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fread(&fReadPos,sizeof(float),1,fp);
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fread(&fReadPos,sizeof(float),1,fp);
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int cSavedFallList;
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fread(&cSavedFallList,sizeof(int),1,fp);
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for(int cFallList=0;cFallList<cSavedFallList;cFallList++)
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{
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float ReadFallData;
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color ReadFallColor;
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fread(&ReadFallData,sizeof(float),1,fp);
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fread(&ReadFallData,sizeof(float),1,fp);
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fread(&ReadFallData,sizeof(float),1,fp);
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fread(&ReadFallData,sizeof(float),1,fp);
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fread(&ReadFallColor,sizeof(color),1,fp);
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}
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}
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int cSavedHouseData=0;
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fread(&cSavedHouseData,sizeof(int),1,fp);
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for(int cHouseData=0;cHouseData<cSavedHouseData;cHouseData++)
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{
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int ReadIndex;
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int fReadPos;
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fread(&ReadIndex,sizeof(int),1,fp);
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fread(&ReadIndex,sizeof(int),1,fp);
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int cSavedHouseList=0;
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fread(&cSavedHouseList,sizeof(int),1,fp);
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for(int cHouseList=0;cHouseList<cSavedHouseList;cHouseList++)
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{
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int ReadHouseID;
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char ReadHouseName[256];
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matrix ReadHouseTM;
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fread(&ReadHouseTM,sizeof(matrix),1,fp);
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fread(&ReadHouseID,sizeof(int),1,fp);
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fread(ReadHouseName,sizeof(char)*256,1,fp);
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CString strUsedFilename;
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strUsedFilename.Format("%s%s",HOUSEOBJECTPATH,ReadHouseName);
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m_UsedR3SFileList.AddUnique(strUsedFilename);
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CString strLightmapFile;
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strLightmapFile.Format("%s\\%s",LIGHTMAPTEXTUREPATH,ReadHouseName);
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int nPos=strLightmapFile.Find(".",0);
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strLightmapFile=strLightmapFile.Left(nPos);
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strLightmapFile+=".dds";
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FILE *fpLightmap=fopen(strLightmapFile.LockBuffer(),"r");
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if(fpLightmap)
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{
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m_UsedTextureFileList.AddUnique(strLightmapFile);
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fclose(fpLightmap);
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}
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CString strLodUsedFile;
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strLodUsedFile=strUsedFilename;
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nPos=strLodUsedFile.Find(".",0);
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strLodUsedFile=strLodUsedFile.Left(nPos);
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strLodUsedFile+="_lod.r3s";
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FILE *fpLod=fopen(strLodUsedFile.LockBuffer(),"r");
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if(fpLod)
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{
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m_UsedR3SFileList.AddUnique(strLodUsedFile);
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fclose(fpLod);
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}
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else
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{
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}
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fread(ReadHouseName,sizeof(char)*256,1,fp);
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if(strcmp(ReadHouseName,"")!=0)
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{
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strUsedFilename.Format("%s%s",HOUSEOBJECTPATH,ReadHouseName);
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m_UsedR3SFileList.AddUnique(strUsedFilename);
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}
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fread(ReadHouseName,sizeof(char)*256,1,fp);
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if(strcmp(ReadHouseName,"")!=0)
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{
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strUsedFilename.Format("%s%s",HOUSEOBJECTPATH,ReadHouseName);
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m_UsedR3SFileList.AddUnique(strUsedFilename);
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}
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}
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}
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int cSavedInHouseData=0;
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fread(&cSavedInHouseData,sizeof(int),1,fp);
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for(int cInHouseData=0;cInHouseData<cSavedInHouseData;cInHouseData++)
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{
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char ReadHouseName[256];
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fread(ReadHouseName,sizeof(char)*256,1,fp);
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fread(ReadHouseName,sizeof(char)*256,1,fp);
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fread(ReadHouseName,sizeof(char)*256,1,fp);
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int cSavedObject,cSavedLight;
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fread(&cSavedObject,sizeof(int),1,fp);
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for(int cObject=0;cObject<cSavedObject;cObject++)
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{
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matrix ReadObjectTM;
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bool ReadAlpha,ReadLight;
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long ReadObjectID;
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char ReadObjectName[256];
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fread(ReadObjectName,sizeof(char)*256,1,fp);
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CString strUsedFilename;
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strUsedFilename.Format("%s%s",OBJECTPATH,ReadObjectName);
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m_UsedR3SFileList.AddUnique(strUsedFilename);
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fread(&ReadObjectID,sizeof(long),1,fp);
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fread(&ReadObjectTM,sizeof(matrix),1,fp);
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fread(&ReadAlpha,sizeof(bool),1,fp);
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fread(&ReadLight,sizeof(bool),1,fp);
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}
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fread(&cSavedLight,sizeof(int),1,fp);
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for(int cLight=0;cLight<cSavedLight;cLight++)
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{
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matrix ReadLightTM;
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float ReadLightRange;
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color ReadLightColor;
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long ReadLightID;
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char ReadLightName[256];
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fread(ReadLightName,sizeof(char)*256,1,fp);
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CString strUsedFilename;
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strUsedFilename.Format("%s%s",OBJECTPATH,ReadLightName);
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m_UsedR3SFileList.AddUnique(strUsedFilename);
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fread(&ReadLightID,sizeof(long),1,fp);
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fread(&ReadLightTM,sizeof(matrix),1,fp);
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fread(&ReadLightRange,sizeof(float),1,fp);
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fread(&ReadLightColor,sizeof(color),1,fp);
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}
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}
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int cSavedPlantData=0;
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fread(&cSavedPlantData,sizeof(int),1,fp);
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for(int cPlantData=0;cPlantData<cSavedPlantData;cPlantData++)
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{
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int Index;
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fread(&Index,sizeof(int),1,fp);
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fread(&Index,sizeof(int),1,fp);
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int cSavedSubPlant;
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int ReadKind;
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unsigned char ReadPosX,ReadPosZ;
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fread(&cSavedSubPlant,sizeof(int),1,fp);
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for(int cSubPlant=0;cSubPlant<cSavedSubPlant;cSubPlant++)
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{
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fread(&ReadKind,sizeof(unsigned char),1,fp);
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fread(&ReadPosX,sizeof(unsigned char),1,fp);
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fread(&ReadPosZ,sizeof(unsigned char),1,fp);
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}
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}
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int cSavedMeshData=0;
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fread(&cSavedMeshData,sizeof(int),1,fp);
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for(int cMeshData=0;cMeshData<cSavedMeshData;cMeshData++)
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{
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int Index;
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fread(&Index,sizeof(int),1,fp);
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fread(&Index,sizeof(int),1,fp);
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int cSavedObject=0;
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fread(&cSavedObject,sizeof(int),1,fp);
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int ReadObjectSceneID;
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matrix ReadMatrixTM;
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bool ReadAlpha,ReadLight;
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for(int cObject=0;cObject<cSavedObject;cObject++)
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{
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fread(&ReadObjectSceneID,sizeof(long),1,fp);
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char ReadObjectName[256];
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fread(ReadObjectName,sizeof(char)*256,1,fp);
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CString strUsedFilename;
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strUsedFilename.Format("%s%s",OBJECTPATH,ReadObjectName);
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m_UsedR3SFileList.AddUnique(strUsedFilename);
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fread(&ReadMatrixTM,sizeof(matrix),1,fp);
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fread(&ReadAlpha,sizeof(bool),1,fp);
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fread(&ReadLight,sizeof(bool),1,fp);
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}
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}
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fclose(fp);
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char strPath[256];
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GetCurrentDirectory(256,strPath);
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char strFileName[256];
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree1.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree2.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree3.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree4.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree5.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree6.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree7.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree8.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree9.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree10.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree11.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree12.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree13.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree14.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree15.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\NormalTree16.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\grass_group01.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\grass_group02.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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sprintf(strFileName,"%s\\Objects\\NatureObject\\grass01.R3S",strPath);
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m_UsedR3SFileList.AddUnique(strFileName);
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MakeObjectUsedTextureFileList();
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DeleteFile();
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}
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void CDlgMapFileInfo::MakeObjectUsedTextureFileList()
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{
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/*
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char ORIGINALTEXUTREINTERFACEPATH[256]="c:\\MP-Project\\RawTexture\\Interface";
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char ORIGINALTEXUTRELIGHTMAPPATH[256]="c:\\MP-Project\\RawTexture\\Lightmap";
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char ORIGINALTEXUTRENATUREPATH[256]="c:\\MP-Project\\RawTexture\\NatureObject";
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char ORIGINALTEXTUREOBJECTPATH[256]="c:\\MP-Project\\RawTexture\\Object";
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char ORIGINALTEXTURETERRAINPATH[256]="c:\\MP-Project\\RawTexture\\Terrain";
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char ORIGINALTEXTUREWIDEPATH[256]="c:\\MP-Project\\RawTexture\\WideTexture";
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char ORIGINALTEXTUREFXPATH[256]="c:\\MP-Project\\Texture\\FX";
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/*
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char TERRAINTEXTUREPATH[256]="c:\\MP-project\\Texture\\Terrain";
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char OBJECTTEXTUREPATH[256]="c:\\MP-Project\\Texture\\Object";
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char NATURETEXTUREPATH[256]="c:\\MP-project\\Texture\\NatureObject";
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char WIDETEXTUREPATH[256]="C:\\MP-Project\\Texture\\WideTexture";
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char INTERFACETEXTUREPATH[256]="c:\\MP-Project\\Texture\\Interface";
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char FXTEXTUREPATH[256]="c:\\MP-Project\\Texture\\FX";
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char BSPTEXTUREPATH[256]="c:\\MP-Project\\Texture\\BSP";
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DeleteFile
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*/
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for(int i=0;i<m_UsedR3SFileList.num;i++)
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{
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FILE *fp=fopen(m_UsedR3SFileList[i].LockBuffer(),"rb");
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int nObject,nMat,nTextureSize;
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fread(&nObject,sizeof(float),1,fp);
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fread(&nMat,sizeof(float),1,fp);
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fread(&nTextureSize,sizeof(float),1,fp);
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char strTextureName[256];
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for(int cTexture=0;cTexture<nMat;cTexture++)
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{
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fread(strTextureName,sizeof(char)*256,1,fp);
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if(strcmp(strTextureName,"")==0)
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continue;
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CString strFilename;
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strFilename.Format("%s\\%s",OBJECTTEXTUREPATH,strTextureName);
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int nPos=strFilename.Find(".",0);
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strFilename=strFilename.Left(nPos);
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strFilename+=".dds";
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m_UsedTextureFileList.AddUnique(strFilename);
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}
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fclose(fp);
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}
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}
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void CDlgMapFileInfo::DeleteFile()
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{
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List<CString> FileList;
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List<CString> TextureList;
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WIN32_FIND_DATA wfd = {0};
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char strPath[256];
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GetCurrentDirectory(256,strPath);
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char filename[256];
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sprintf(filename,"%s\\Objects\\House\\*.*",strPath);
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HANDLE hFind = FindFirstFile(filename, &wfd);
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if(INVALID_HANDLE_VALUE == hFind)
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return;
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CString strFilePathname;
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while(1)
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{
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strFilePathname.Format("%s%s",filename,wfd.cFileName);
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FileList.Add(strFilePathname);
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if(FindNextFile(hFind, &wfd)==FALSE)
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break;
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}
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sprintf(filename,"%s\\Objects\\Object\\*.*",strPath);
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hFind = FindFirstFile(filename, &wfd);
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while(1)
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{
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strFilePathname.Format("%s%s",filename,wfd.cFileName);
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FileList.Add(strFilePathname);
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if(FindNextFile(hFind, &wfd)==FALSE)
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break;
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}
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sprintf(filename,"%s\\Texture\\WideTexture\\*.*",strPath);
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hFind = FindFirstFile(filename, &wfd);
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while(1)
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{
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strFilePathname.Format("%s%s",filename,wfd.cFileName);
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FileList.Add(strFilePathname);
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if(FindNextFile(hFind, &wfd)==FALSE)
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break;
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}
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sprintf(filename,"%s\\Texture\\Lightmap\\*.*",strPath);
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hFind = FindFirstFile(filename, &wfd);
|
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while(1)
|
||
{
|
||
strFilePathname.Format("%s%s",filename,wfd.cFileName);
|
||
FileList.Add(strFilePathname);
|
||
if(FindNextFile(hFind, &wfd)==FALSE)
|
||
break;
|
||
}
|
||
|
||
sprintf(filename,"%s\\Texture\\Object\\*.*",strPath);
|
||
hFind = FindFirstFile(filename, &wfd);
|
||
while(1)
|
||
{
|
||
strFilePathname.Format("%s%s",filename,wfd.cFileName);
|
||
FileList.Add(strFilePathname);
|
||
if(FindNextFile(hFind, &wfd)==FALSE)
|
||
break;
|
||
}
|
||
|
||
for(int i=0;i<FileList.num;i++)
|
||
FileList[i].MakeLower();
|
||
for(i=0;i<m_UsedR3SFileList.num;i++)
|
||
m_UsedR3SFileList[i].MakeLower();
|
||
for(i=0;i<m_UsedTextureFileList.num;i++)
|
||
m_UsedTextureFileList[i].MakeLower();
|
||
|
||
int cDel=0;
|
||
int c=0;
|
||
for(i=0;i<FileList.num;i++)
|
||
{
|
||
bool bFound=false;
|
||
for(int cObject=0;cObject<m_UsedR3SFileList.num && !bFound;cObject++)
|
||
{
|
||
if(m_UsedR3SFileList[cObject]==FileList[i])
|
||
{
|
||
bFound=true;
|
||
}
|
||
}
|
||
|
||
for(int cTexture=0;cTexture<m_UsedTextureFileList.num && !bFound;cTexture++)
|
||
{
|
||
if(m_UsedTextureFileList[cTexture]==FileList[i])
|
||
bFound=true;
|
||
}
|
||
if(!bFound)
|
||
{
|
||
remove(FileList[i].LockBuffer());
|
||
|
||
}
|
||
else
|
||
{
|
||
|
||
}
|
||
}
|
||
|
||
}
|