Files
Client/GameTools/Zallad3D SceneClass/MapStorage.h
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

130 lines
5.9 KiB
C++

// MapStorage.h: interface for the CMapStorage class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_MAPSTORAGE_H__E37090A2_3209_4878_8E2D_59AC76DAA3E6__INCLUDED_)
#define AFX_MAPSTORAGE_H__E37090A2_3209_4878_8E2D_59AC76DAA3E6__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SectorDungeonMap.h"
#include "SectorHeightMap.h"
#include "SectorMeshMap.h"
#include "SectorPlantMap.h"
#include "SectorWideMap.h"
#include "SectorDefine.h"
#include "SectorHouseMap.h"
#include "SectorWaterMap.h"
#include "SectorFallMap.h"
#include "InHouseObjectMap.h"
#include "SectorMustDivideVertexMap.h"
#include "SectorEffectMap.h"
#include "SectorLandscapeEffectMap.h"
//#include "SectorSoundMap.h"
#include "StateLog.h"
#include "SectorLight.h"
#include <List.h>
class CMapStorage
{
List<CSectorDungeonMap*> m_DundeonMap;
List<CSectorMeshMap*> m_MeshMap;
List<CSectorPlantMap*> m_PlantMap;
List<CSectorHouseMap*> m_HouseMap;
List<CSectorWaterMap*> m_WaterMap;
List<CSectorFallMap*> m_FallMap;
List<CInHouseObjectMap*> m_InHouseMap;
List<CSectorMustDivideVertexMap*> m_MustDivideVertexMap;
List<CSectorEffectMap*> m_EffectMap;
List<CSectorLightMap *> m_LightMap;
// List<CSectorSoundMap*> m_SoundMap;
int m_LoadMode;
char m_strMapFilename[256];
public:
void AddSectorLight(float fAddx,float fAddy,float fAddz,float fR,float fG,float fB,float fRad,int iLights,int Shadows,float fShadow,int iAmb,char *strEffect,float fExpose);
void DeleteSectorLight(float fAddx,float fAddy,float fAddz);
CSectorLightMap *FindLightMap(float fFindx, float fFindy);
void AddLandscapeEffect(float fAddx,float fAddy,float fAddz,int nEffectMethod,DWORD dwBlend[2],float Param[50],int IntParam[20],char *strTextureName,char *eff);
void DeleteLandscapeEffect(CSectorLandscapeEffectMap*);
List<CSectorLandscapeEffectMap*> m_LandscapeEffectMap;
List<CSectorHeightMap*> m_HeightMap; // Minotaurs ÁöÇü
List<CSectorWideMap*> m_WideMap;//À̰аíÃÄ¾ß ÇÔ
void LoadGF3(char *strFilename);
void SaveGF3(char *strFilename);
// void LoadSoundMap(char *strSoundMapFilename);
// void SaveSoundMap(char *strSoundMapFilename);
// CSectorSoundMap* FindSoundMap(float fFindx,float fFindy);
// void AddSoundMap(float fAddx,float fAddy,float fAddz,char *strFilename,float fMinRange,float fMaxRange);
void SetLoadMode(int mode){m_LoadMode=mode;};
void DeleteAllObject();
void BugFix_Tree2(char *strFilename);
void BugFix_Hangul2English();
void BugFix_Tree();
void DelMeshMap(float fDelx,float fDely,float fDelz,long ObjectSceneID);
void AddMeshMap(float fAddx,float fAddy,float fAddz,char *strObjectName,matrix matTM,bool isAlpha,bool isLight);
void DelPlantMap(float fDelx,float fDelY,float fDelz);
void DelInHouseLight(char *strOutName, char *strMedName, char *strInName,long LightID);
void DelInHouseObject(char *strOutName, char *strMedName, char *strInName,long ObjectID);
void DeleteAllData();
long m_TotalHouseSceneCount;
long m_TotalInHouseLightSceneCount;
long m_TotalInHouseObjectSceneCount;
long m_TotalObjectSceneCount;
long m_totalEffectSceneCount;
long m_TotalLightCount;
void AddMustDivideVertex(CSectorMustDivideVertexMap *pMustDivideVertex);
void AddPlantMap(float fAddx,float fAddy,float fAddz,unsigned char PlantKind);
void AddInHouseLight(char *strOutName, char *strMedName, char *strInName, char *strBspName,char *strLightName, matrix matTM,float fLightRange,color LightColor);
void AddInHouseObject(char *strOutName,char *strMedName,char *strInName,char *strBspName,char *strObjectName,matrix matTM,bool isAlpha,bool isLight);
void AddFallMap(float fAddx,float fAddy,float fAddz,float fFallPosX,float fFallPosY,float fFallRot,List<float> &FallHeight,List<float> &FallLeft,List<float> &FallRight,List<float> &FallAddX,List<color> &WaterFallColor);
void AddWideMap(float fAddx,float fAddy,float fAddz,char *strWideMapName,char *strDetailMapName,char *strWideMapName1,char *strDetailMapName1,char *strWideMapName2,char *strDetailMapName2);
void AddHouseMap(float fAddx,float fAddy,float fAddz,char *strOutName,char *strMedName,char *strInName,char *strBspName);
void AddHeightMap(float fAddx,float fAddy,float fAddz,float *fHeightData);
void AddWaterMap(float fAddx,float fAddy,float fAddz,float fWaterHeight,float fWaterSizeX,float fWaterSizeY,float fWaterPosX,float fWaterPosY,color WaterColor,bool bWaterRelection);
void AddEffectMap(float fAddx,float fAddy,float fAddz,char *filename,float xrot,float yrot,float zrot);
void DelEffectMap(float fAddx,float fAddy,float fAddz,char *filename);
void DelHouseMap(float fDelx,float fDely,float fDelz,long HouseSceneID);
CSectorMustDivideVertexMap* FindMustDivideVertexMap(float fFindX,float fFindY);
CInHouseObjectMap* FindInHouseMap(char *strOutName, char *strMedName, char *strInName,char *strBspName);
CSectorHouseMap* FindHouseMap(float fFindx,float fFindy);
CSectorDungeonMap* FindDungeonMap(float fFindx,float fFindy);
CSectorHeightMap* FindHeightMap(float fFindx, float fFindy);
CSectorMeshMap* FindMeshMap(float fFindx, float fFindy);
CSectorPlantMap* FindPlantMap(float fFindx, float fFindy);
CSectorWideMap* FindWideMap(float fFindx, float fFindy);
CSectorWaterMap* FindWaterMap(float fFindx, float fFindy);
CSectorFallMap* FindFallMap(float fFindx,float fFindy);
CSectorEffectMap* FindEffectMap(float fFindx, float fFindy);
CSectorEffectMap* FindEffectMap(int indexX,int indexY);
CSectorEffectMap* FindEffectMap(int &index);
CSectorLandscapeEffectMap* FindLandscapeEffect(float fFindx,float fFindy);
void Save(char *strFilename);
void Load(char *strFilename);
void LoadInHouseMap(char *strFilename);
void SaveInHouseMap(char *strFilename);
void OldLoad(char *strFilename);
void SaveSector(char *strFilename,long SectorX,long SectorY);
void LoadSector(char *strFilename,long SectorX,long SectorY);
CMapStorage();
virtual ~CMapStorage();
};
#endif // !defined(AFX_MAPSTORAGE_H__E37090A2_3209_4878_8E2D_59AC76DAA3E6__INCLUDED_)