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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// AmbienceManager.h: interface for the CAmbienceManager class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_AMBIENCEMANAGER_H__0F58FE74_1039_42DF_94B3_9CCEAC652943__INCLUDED_)
#define AFX_AMBIENCEMANAGER_H__0F58FE74_1039_42DF_94B3_9CCEAC652943__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SectorAmbienceMap.h"
#include "RenderTexture.h"
#include <vector>
using namespace std;
class CD3DFont;
class CSceneEventMgr;
class CAmbienceManager
{
friend class CSceneEventMgr;
protected:
static CAmbienceManager* ms_pInstance;
CSectorAmbienceMap* m_pSectorAmbMap;
bool m_bFadeIn;
bool m_bFadeOut;
float m_fFadeInVolume;
float m_fFadeOutVolume;
char m_strFadeInFileName[MAX_PATH];
char m_strFadeOutFileName[MAX_PATH];
char m_strOldFile[MAX_PATH];
bool m_bAmbPlay;
char m_strAmbPlayFile[MAX_PATH];
float m_fAmbVolume;
float m_fMasterVolume;
AmbSchedule* m_pCurSchedule;
//TestMode
bool m_bTestMode;
bool m_bTestShow;
CD3DFont* m_ptFont;
LPDIRECT3DTEXTURE8 m_pAmbTexture;
LPDIRECT3DTEXTURE8 m_pArrowTexture;
LPD3DXSPRITE m_pMouseArrow;
protected:
CAmbienceManager();
virtual ~CAmbienceManager();
void LoadTexture( SectorAmbience* );
void GetTextureLockPos( int& outX, int& outY, D3DXVECTOR3 inPos );
bool GetAmbienceInfo( SectorAmbience* pinInfo, D3DXVECTOR3& inPos,
char*& outStrFile, D3DVECTOR& outPos, float& outVol, DWORD& outMode );
void TestScreen(D3DXVECTOR3 Pos);
void RandomPlaySound();
public:
static CAmbienceManager* _GetInstance();
static void _Destroy();
void Create( bool bTestMode=false );
void ReleaseAllData();
void Update( D3DXVECTOR3& Pos, float fSkip, bool bCharSel );
void PlayAmbience( char* strFile, D3DVECTOR vPos, float fVol, DWORD dwMode );
void SetTestScreen( bool bShow ) { m_bTestShow = bShow; };
CSectorAmbienceMap* GetAmbienceMap() { return m_pSectorAmbMap; };
void AllStop();
void SetVolume( float fVol ) { m_fMasterVolume = fVol; }
};
#endif // !defined(AFX_AMBIENCEMANAGER_H__0F58FE74_1039_42DF_94B3_9CCEAC652943__INCLUDED_)