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>
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54
Engine/Zalla3D Scene Class/PerlinNoise.h
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54
Engine/Zalla3D Scene Class/PerlinNoise.h
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// PerlinNoise.h: interface for the CPerlinNoise class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_PERLINNOISE_H__DF635499_ADD4_4465_901C_9064E518F452__INCLUDED_)
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#define AFX_PERLINNOISE_H__DF635499_ADD4_4465_901C_9064E518F452__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include <3DMath.h>
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#include <stdio.h>
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#include "StateLog.h"
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const long MAX_OCTAVES=128;
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#define PERLIN_B 0x100
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#define PERLIN_BM 0xff
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#define PERLIN_NE 0x1000
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#define PERLIN_NP 12 /* 2^N */
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#define PERLIN_NM 0xfff
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class CPerlinNoise
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{
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public:
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static void SetNoiseValue(float H,float Lac,float Oct,float Off,float Gain,float Depth)
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{
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m_fH=H;
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m_fLacunarity=Lac;
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m_fOctaves=Oct;
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m_fOffset=Off;
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m_fGain=Gain;
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m_fDepth=Depth;
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}
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static void LoadSeed(char *strFilename);
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static float Noise2(vector3 vec);
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static void Init();
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static float HybridMultifractal(vector3 point);
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CPerlinNoise();
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virtual ~CPerlinNoise();
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private:
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static float m_fH,m_fLacunarity,m_fOctaves,m_fOffset,m_fGain,m_fDepth;
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static float m_ExponentArray[MAX_OCTAVES];
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static int m_P[PERLIN_B + PERLIN_B + 2];
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static vector3 m_G2[PERLIN_B + PERLIN_B + 2];
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static int m_RandomSeed[PERLIN_B * 7];
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};
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#endif // !defined(AFX_PERLINNOISE_H__DF635499_ADD4_4465_901C_9064E518F452__INCLUDED_)
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