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>
56 lines
962 B
C++
56 lines
962 B
C++
#pragma once
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class CBitset
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{
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protected:
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unsigned int *m_pBits; // Bit Set ptr
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int m_iBitSize; // Bit Set Size
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public:
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CBitset()
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{
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m_pBits = NULL;
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m_iBitSize = 0;
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}
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~CBitset()
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{
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if(m_pBits)
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{
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delete[] m_pBits;
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m_pBits = NULL;
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}
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}
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void ResizeBits(int iNewCount)
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{
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m_iBitSize = iNewCount / 32 + 1; // Get Inteager Size
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if(m_pBits)
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{
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delete[] m_pBits;
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m_pBits = NULL;
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}
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m_pBits = new unsigned int[m_iBitSize]; // Allocate Bits
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ClearBits();
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}
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void ClearBits()
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{ // Clear All Bits
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memset(m_pBits,0,sizeof(unsigned int) * m_iBitSize);
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}
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void ClearOneBit(int index)
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{
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m_pBits[ index >> 5 ] &= ~( 1 << ( index & 31 ) );
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}
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void SetBit(int index) { // Set Bit
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m_pBits[ index >> 5 ] |= ( 1 << ( index & 31 ) );
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}
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bool GetBit(int index) { // Return Bit's Setting : return true or false
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return (m_pBits[ index >> 5 ] & ( 1 << (index & 31 ) )) ? true : false;
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}
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};
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