Files
Client/Engine/Zalla3D Base Class/CrossMHeader.h
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

98 lines
1.6 KiB
C++

#pragma once
#ifndef __CROSSM_HEADER_H__
#define __CROSSM_HEADER_H__
#pragma warning(disable:4786)
#pragma warning(disable:4251)
#pragma warning(disable:4503)
#include <windows.h>
#include <algorithm>
#include <tchar.h>
#include <vector>
#include <queue>
#include <map>
#include <string>
#include <list>
#include <math.h>
#include <process.h>
#include <mmsystem.h>
#include <time.h>
namespace CROSSM {
// template function Á¤ÀÇ
template<class _T>
inline void SafeDelete( _T ptr )
{
if( NULL != ptr )
{
delete (ptr);
ptr = NULL;
}
}
template<class _T>
inline void SafeDeleteA( _T ptr )
{
if( NULL != ptr )
{
delete[] (ptr);
ptr = NULL;
}
}
template<class _T>
inline void SafeRelease( _T ptr )
{
if( NULL != ptr )
{
ptr->Release();
ptr = NULL;
}
}
inline unsigned long GetHashID(const char *strFileName)
{
unsigned long ulHashId = 0;
int iLength = (int)strlen(strFileName);
for(int i=0;i < iLength; i++) {
ulHashId += (( i + 1) * strFileName[i]);
}
return ulHashId;
}
enum CROSSM_OBJ_TYPE {
OBJ_POOL = 0,
OBJ_RESOURCE,
OBJ_TYPENUMS
};
enum CROSSM_POOLRESOURCE_TYPE{
// Pool °´Ã¼
POOL_MESSAGEOBJ = 0, // CSGMessage °´Ã¼.
// POOL_BYTEDATAOBJ, // CByteDataObj
// POOL_RESOURCEMGROBJ, // CResourceMgrObj
// POOL_DELRESOURCEINFOOBJ, // CDelResourceInfoObj
// POOL_HOUSEOBJSCENE, // HouseObjectScene.
// POOL_HOUSEOBJ, // HouseObj,
// POOL_OBJECTSCENE, // Object Scene
// POOL_OCTREEOBJ, // Octree Obj
// POOL_POLYNODE, // Poly Node
// Resource °´Ã¼
RESOURCE_TEXTURE, // Texture
RESOURCE_MESH, // Mesh
RESOURCE_OCTREESCENE, // Octree
POOLRESOURCE_TYPENUMS,
};
}
#endif