Files
Client/GameTools/Zallad3D SceneClass/wadloader.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

221 lines
4.4 KiB
C++

#ifndef __WADLOADER_H__
#define __WADLOADER_H__
#define BUF_SIZE 255
#include <vector>
#include "asedefine.h"
#include "texture.h"
#include "BaseDataDefine.h"
#include <d3dx8.h>
#include <d3d8.h>
#define WAD_FILE "GEMDatafile"
#define VOT 1.0f
#define ANIRAD 1000.0f
using namespace std;
class CMeshMorph {
public:
CMeshMorph();
~CMeshMorph();
bool LoadWadfile(char *filename,LPDIRECT3DDEVICE8 );
int Render(LPDIRECT3DDEVICE8 ,D3DXVECTOR3 );
D3DXMATRIX RotateObject(LPDIRECT3DDEVICE8 ,int object_index,float frame,D3DXMATRIX *w);
D3DXMATRIX TranslateObject(LPDIRECT3DDEVICE8 d_device,int object_index,float frame,D3DXMATRIX *w);
void vertex_interpolation(int object_index,float now_frame);
void Change_Vertexbuffer(int object_index);
void Create_Vertex(int i,LPDIRECT3DDEVICE8 );
void CreateTexture(LPDIRECT3DDEVICE8 device);
void LoadSubface(int object_index);
void SetNullTexture(bool b) {m_NullTexture = b;}
int UpdateMesh(D3DXVECTOR3 ,D3DXVECTOR3 );
void SetXrot(float rot) { m_xrot = rot;}
void SetYrot(float rot) { m_yrot = rot;}
void SetZrot(float rot) { m_zrot = rot;}
void SetAniRad(float r) {anirad = r;}
void SetFrame(float f) {frame = f;}
void SetColor(DWORD );
// alpha : 0~255
int GetMaxframe() {return max_frame;}
void SetAlpha(int );
void SetLoop(bool b) {m_Loop = b; }
void StartAni(bool b) {m_Start = b;}
void SetSwitchAni(bool b) {m_switchani = b;}
void SetBlend(DWORD s,DWORD d) {SrcBlend = s; DstBlend = d;}
void SetRandAni(bool b) {m_RandAni = b;}
void SetRandAniMax(float s) {m_RandMax = s;}
void SetRandAniMin(float s) {m_RandMin = s;}
bool CheckPosition(D3DXVECTOR3 ,D3DXVECTOR3 );
bool GetStart() {return m_Start;}
// ÇÁ·¹ÀÓ Áõ°¡À² Á¶Á¤
void SetVot(float n) {vot = n;}
//////////////////////////////////////////////////////////////////////////////////////////////////////
// in class
///////////////////////////////////////////////////////////////////////////////////////////////////////
class WadFace {
public:
vector<int> sub;
int sub_num;
};
class WadTexture {
public:
vector<LPDIRECT3DTEXTURE8 *> tex;
int tex_num;
};
class custom_vertex{
public:
float x,y,z;
float nx,ny,nz;
float s,t;
};
class custom_vertex2{
public:
float x,y,z;
};
class AseScaleKey{
int frame_num;
float x,y,z;
};
class AseFace{
public:
int vertex_index[4];
int coord_index[3];
};
class AseMaterial{
public:
char texture_name[255];
char texture_file[255];
BYTE color[3];
// standard ot multy/sub
int mat_class;
AseMaterial *sub;
int sub_num;
float fcolor[3];
int tex_id;
float u_tile;
float v_tile;
float u_offset;
float v_offset;
};
class AseRotKey{
public:
int frame_num;
float x,y,z,w;
};
class AsePosKey{
public:
int frame_num;
float x,y,z;
};
class AseMorphObject{
public:
D3DXVECTOR3 *vertex;
D3DXVECTOR2 *texcoord;
D3DXVECTOR3 *normal;
AseFace *face;
int keynum;
};
class AseObject{
public:
int material_id;
int vertex_num;
int face_num;
int texcoord_num;
bool btexture;
bool bmorph;
char object_name[255];
char parent_name[255];
bool bparent;
D3DXVECTOR3 *vertex;
D3DXVECTOR2 *texcoord;
D3DXVECTOR3 *normal;
bool bnormal;
D3DXMATRIX matrix;
D3DXVECTOR3 pos;
D3DXVECTOR3 rot_axis;
float rot_angle;
vector<AseRotKey> rot_key;
vector<AseMorphObject> morph;
int morph_num;
vector<AsePosKey> pos_key;
int pos_keyNum;
int rot_keyNum;
int scale_keyNum;
D3DXVECTOR3 scale;
D3DXVECTOR3 scale_axis;
vector<AseScaleKey> scale_key;
D3DXQUATERNION *rot_quatkey;
AseFace *face;
};
class AseModel {
public:
int object_num;
int material_num;
int effect_num;
vector<AseObject> pobject;
vector<AseMaterial> pmaterial;
vector<D3DXVECTOR3> pEffectPos;
};
AseModel Model;
//////////////////////////////////////////////////////////////////////////////////////////////////////
private:
LPDIRECT3DVERTEXBUFFER8 *object;
CTexture *texture;
int texture_count;
DWORD Color;
WadFace *object_sub;
custom_vertex *vert;
D3DXVECTOR3 *vert2;
float frame;
int max_frame;
DWORD SrcBlend,DstBlend;
float vot;
//rotation degree
float m_xrot,m_yrot,m_zrot;
// switch ani
float anirad;
// switch ani ÀÌ¿ëÇÑ ¸Þ½¬ÀÎÁö ¾Æ´ÑÁö
bool m_switchani;
// random ani
bool m_RandAni;
float m_RandMax;
float m_RandMin;
// ani loop µ¹Áö ¾Èµ¹Áö
bool m_Loop;
// ani ½ÃÀÛÇÑ »óÅÂÀÎÁö ¾Æ´ÑÁö..
bool m_Start;
bool m_NullTexture;
FILE *wadfile;
};
#endif