Files
Client/Engine/Zalla3D Scene Class/SectorWideMap.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

108 lines
2.6 KiB
C++

// SectorWideMap.cpp: implementation of the CSectorWideMap class.
//
//////////////////////////////////////////////////////////////////////
#include "SectorWideMap.h"
#include "BaseDataDefine.h"
#include "SceneManager.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSectorWideMap::CSectorWideMap()
{
for(int i=0;i<3;i++)
{
strcpy(m_strWidemapName[i],"");
strcpy(m_strDetailName[i],"");
m_WideMapTexture[i] = NULL;
m_DetailTexture[i] = NULL;
}
}
CSectorWideMap::~CSectorWideMap()
{
if(CSceneManager::m_pResource)
{
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();*/
if(m_WideMapTexture[i])
{
CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_WideMapTexture[i]);
m_WideMapTexture[i] = NULL;
}
if(m_DetailTexture[i])
{
CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_DetailTexture[i]);
m_DetailTexture[i] = NULL;
}
}
}
}
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();
for(int i = 0; i < 3; i++ )
{
if(m_WideMapTexture[i])
{
CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_WideMapTexture[i]);
m_WideMapTexture[i] = NULL;
}
if(m_DetailTexture[i])
{
CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_DetailTexture[i]);
m_DetailTexture[i] = NULL;
}
}
}
void CSectorWideMap::GetWideTexture()
{
CROSSM::CNTexture::SetPath(WIDETEXTUREPATH);
m_nDetail=0;
for(int i=0;i<3;i++)
{
if(m_WideMapTexture[i])
{
CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_WideMapTexture[i]);
m_WideMapTexture[i] = NULL;
}
if(m_DetailTexture[i])
{
CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_DetailTexture[i]);
m_DetailTexture[i] = NULL;
}
if(strcmp(m_strDetailName[i],"")!=0)
{
//m_WideMapTexture[i].Load(m_strWidemapName[i]);
//m_DetailTexture[i].Load(m_strDetailName[i]);
m_WideMapTexture[i] = (CROSSM::CNTexture *)CSceneManager::_GetResource(CROSSM::RESOURCE_TEXTURE,m_strWidemapName[i]);
m_DetailTexture[i] = (CROSSM::CNTexture *)CSceneManager::_GetResource(CROSSM::RESOURCE_TEXTURE,m_strDetailName[i]);
m_nDetail++;
}
else
break;
}
}