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>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
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// CollisionDetection.h: interface for the CCollisionDetection class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_COLLISIONDETECTION_H__747BC78B_816E_4F60_A14B_A17C5A7C63B6__INCLUDED_)
#define AFX_COLLISIONDETECTION_H__747BC78B_816E_4F60_A14B_A17C5A7C63B6__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "3DMath.h"
#include "HeightFieldScene.h"
enum CollisionType
{
CT_BOTTOM = 0,
CT_SIDE,
CT_TERRAIN,
CT_CHRSIDE,
CT_NONE,
CT_WATER
};
#define COLLEPSILON 0.000001f
class CCollisionDetection
{
class CCollisionList
{
public:
float m_fDistance;
vector3 m_vecIntersectionPoint;
vector3 m_vecPlaneNormal;
vector3 m_vecPlanePoint;
CollisionType m_CollisionType;
};
public:
vector3 m_vecMinMove,m_vecMaxMove;
float m_fMinYBound,m_fMaxYBound;
bool m_bFirstBottom; // First Bottom.
bool m_bFirstScene;
// build <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
bool m_bBuild;
bool m_CollisionDetectionDetail;
void CheckInHouseObject(CHouseObject *pHouse,matrix matParent);
void CheckSectorHeightCollision(CollisionType &CT);
void CheckBspCollision();
bool CheckSectorWater(vector3& vecPos,bool bUpper);
void CheckCharacterCollision(bool bChrMode);
void CheckSectorPlantCollision();
void CheckSectorMeshCollision();
std::vector<CCollisionList> m_CollisionList;
vector3 CollideWithWorld(vector3 vecPos,vector3 vecVelocity,vector3 vecBefore,int Depth,CollisionType &CT,bool ChrCollision);
vector3 GetPosition(vector3 vecPos,vector3 vecVelocity,vector3 vecBefore,CollisionType &CT,bool ChrCollision);
void CheckHouseCollision();
void CheckFirstHouseCollision();
vector3 m_vecVelocity;
vector3 m_vecSourcePoint; // <20>浹üũ<C3BC><C5A9> <20><><EFBFBD>ϴ<EFBFBD> <20><>ġ. GetPosition <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><D4BC><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
vector3 m_vecRadius;
vector3 m_vecLastSafePosition;
bool m_bStuck;
vector3 m_vecStuckPlaneNormal;
float m_fStuckDistance;
bool m_bFoundCollision;
matrix m_matInHouse;
bool m_bHeightGradient;
int m_SelfChr;
CHeightFieldScene *m_HeightField;
CCollisionDetection();
void SetZoneBound(float min,float max); // Zone Bound Y value
void ZoneBoundApply(vector3 &vecPoint,CollisionType &);
void SetFirstBottom(bool bEnable) {m_bFirstBottom = bEnable; }
bool GetBuildEnable() { return m_bBuild;}
bool GetHeightGradient() { return m_bHeightGradient;}
virtual ~CCollisionDetection();
// 2005.01.11 yundi : Octree <20>ε<EFBFBD><CEB5><EFBFBD> <20>浹ó<E6B5B9><C3B3> <20><><EFBFBD>ø<EFBFBD><C3B8><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD> <20>߰<EFBFBD>
void LockDetection();
void UnlockDetection();
bool IsDetectionLocked();
// 2005.12.19 yundi : <20><><EFBFBD><EFBFBD> <20>ߺ<EFBFBD><DFBA>ڵ带 utility function <20><><EFBFBD><EFBFBD> extract method
/*!
(pointX, pointY) <20><> <20><><EFBFBD><EFBFBD> (minX, minY)<29><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> sizeX, sizeY <20><>
<09><><EFBFBD>μ<EFBFBD><CEBC><EFBFBD> ũ<><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E7B0A2> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ԵǴ<D4B5><C7B4><EFBFBD> üũ.
<09><>, üũ<C3BC><C5A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ּҰ<D6BC> <= <20><><EFBFBD><EFBFBD> < <20>ִ밪 <20><><EFBFBD>´<EFBFBD>(<28>̻<EFBFBD>/<2F≯<EFBFBD> <20><>)
<09><><EFBFBD>Ե<EFBFBD> <20><><EFBFBD><EFBFBD> true, <20>׷<EFBFBD><D7B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> false <20><>ȯ
*/
static bool IsPointInRect2D(float pointX, float pointY, float minX, float minY, float sizeX, float sizeY);
protected:
int m_nLockCount;
};
#endif // !defined(AFX_COLLISIONDETECTION_H__747BC78B_816E_4F60_A14B_A17C5A7C63B6__INCLUDED_)