Files
Client/Engine/Zalla3D Base Class/FileLoad.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

71 lines
1.1 KiB
C++

// FileLoad.cpp: implementation of the CFileLoad class.
//
//////////////////////////////////////////////////////////////////////
#include "FileLoad.h"
#include <windows.h>
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CFileLoad::CFileLoad()
{
}
CFileLoad::~CFileLoad()
{
if ( m_Data )
{
delete[] m_Data;
m_Data = NULL;
}
}
void CFileLoad::Load(char *strFilename)
{
strcpy(m_strFilename,strFilename);
m_Data=0;
m_Len=0;
FILE *fp=fopen(strFilename,"rb");
if(fp)
{
fseek(fp,0L,SEEK_END);
m_Len=ftell(fp);
if(m_Len)
{
fseek(fp,0L,SEEK_SET);
m_Data=(void*)new unsigned char[m_Len];
if(m_Data)
{
int r=fread(m_Data,m_Len,1,fp);
if(!r)
{
if(m_Data) {
delete[] m_Data;
m_Data=NULL;
}
}
}
}
fclose(fp);
}
else
{
MessageBox(NULL,strFilename,0,0);
}
m_ReadLoc=(char*)m_Data;
m_ReadLen=m_Len;
}
void CFileLoad::GetData(void *pData, size_t size)
{
memcpy(pData,m_ReadLoc,size);
m_ReadLoc+=size;
}