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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// Z3DGeneralChrModel.h: interface for the CZ3DGeneralChrModel class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_Z3DGENERALCHRMODEL_H__B38196D0_93FD_49A6_85A7_6E726B0C53A1__INCLUDED_)
#define AFX_Z3DGENERALCHRMODEL_H__B38196D0_93FD_49A6_85A7_6E726B0C53A1__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "Z3DCharacterModel.h"
#include "Z3DGCMDS.h"
#include "Z3DMultipartSkin.h"
#include "Z3DSkeletonObject.h"
#include "Z3DChrEventGenerator.h"
#include "Z3DWeapon.h"
#include "Z3DAniMixer.h"
#include "map"
#include "vector"
enum Z3D_CHARACTER_RENDER_OVERRIDE
{
Z3DRO_NONE = 0, Z3DRO_STONE
};
struct Z3DTOK_N_GRADE
{
Z3DTOK tok;
long lGradeEffectIndex; // 등급별 이펙트용. 0 = none
long lGlowIndex; // glow. 0 = none
};
struct Z3DTOK_OVERLAY_SLOT
{
long lCount; // 해당 슬롯의 최대 겹침가능수
Z3DTOK_N_GRADE* pArray;
long lUsed; // 해당 슬롯에 현재 누적된 겹침수
void Alloc( long count )
{
pArray = new Z3DTOK_N_GRADE[count];
for( int i = 0; i < count; ++i )
{
pArray[i].tok = NULL_TOK;
pArray[i].lGradeEffectIndex = 0;
pArray[i].lGlowIndex = 0;
}
lCount = count;
lUsed = 0;
}
~Z3DTOK_OVERLAY_SLOT()
{
SAFE_DELETEA( pArray );
lCount = 0;
}
};
struct Z3D_BOUNDING_CYLINDER
{
vector3 vBottom, vTop;
float fBottomRadius, fTopRadius;
};
class CZ3DGeneralChrModel : public CZ3DCharacterModel
{
public:
CZ3DGeneralChrModel();
virtual ~CZ3DGeneralChrModel();
//////////////////////////////////////////////////////////////////////////
//
// by yundi 2004.12.14
//
// 처리되지 않고 쌓여있는 이벤트들을 flush (CharacterLightShadowManager에서 호출)
void FlushAccumulatedEvents();
void GetFixedPoint( int nIdx, vector3& v_out );
void GetNameTagPosition( vector3& vPos );
bool IsAlphaUsed()
{
if( NULL == m_rpGCMDS )
{
return false;
}
return m_rpGCMDS->IsAlphaUsed();
}
const CZ3DGCMDS* GetGCMDSInterface() const
{
if( this != m_rpThis )
{
return NULL;
}
return m_rpGCMDS;
}
const char* GetGCMDSFileName() const
{
if( this != m_rpThis )
{
return NULL;
}
if( m_rpGCMDS )
{
return m_rpGCMDS->GetNameString();
}
return NULL;
}
float GetScale()
{
if( this != m_rpThis )
{
return 1.0f;
}
return m_fScaleFactor;
}
void SetScale( float f );
float GetEffectScale();
void SetLODLevel( long l )
{
if( this != m_rpThis )
{
return;
}
if( m_pSkin )
{
m_pSkin->SetLODLevel( l );
}
}
void SetDisable( bool bDisabled );
void SetCull( bool bCulled );
bool IsCulled()
{
if( this != m_rpThis )
{
return true;
}
return m_pSkin->IsCulled();
}
// void Pause( bool bPause )
// {
// if( this != m_rpThis )
// {
// return;
// }
//
// m_bDisabled = bPause;
// }
virtual bool Init( const char* szGCMDSname );
CZ3DObject* GetSkeletonPartObject( const char* szSkeletonPartName );
CZ3DObject* GetSkeletonPartObject( Z3DTOK tokSkeletonPartName );
CZ3DObject* GetSkeletonByIndex( int nIDx );
CZ3DSkeletonObject* GetSkeletonSet( long* pN )
{
if( this != m_rpThis )
{
return NULL;
}
if( NULL == m_rpGCMDS )
{
if( pN )
{
*pN = 0;
}
return NULL;
}
if( pN )
{
*pN = m_rpGCMDS->GetSkeletonCount();
}
return m_pSkeletonObjects;
}
bool SetMotionSheet( const char* szSheetName );
bool SetMotionSheet( Z3DTOK tokSheetName );
const char* GetCurrentMotionSheetName();
void SetMotion( const char* szMotionName, unsigned long ulFlag = 0, bool bTransit = true, long lRandomIndex = -1 );
void SetMotion( Z3DTOK tokMotionName, unsigned long ulFlag = 0, bool bTransit = true , long lRandomIndex = -1 );
void AddMotion( const char* szMotionName, unsigned long ulFlag = 0, float fFactorPeak = 0.5f, bool bSustainLast = false );
void AddMotion( Z3DTOK tokMotionName, unsigned long ulFlag = 0, float fFactorPeak = 0.5f, bool bSustainLast = false );
float GetMotionCurrentFrame( int n )
{
if( this != m_rpThis )
{
return 0.0f;
}
if( n < m_rpGCMDS->GetAniHolderCount() )
{
return m_pAniHolder[n].GetCurrentFrame();
}
return 0.0f;
}
float GetAddonMotionCurrentFrame( int n )
{
if( this != m_rpThis )
{
return 0.0f;
}
if( n < m_rpGCMDS->GetAniHolderCount() )
{
return m_pAddonAniHolder[n].GetCurrentFrame();
}
return 0.0f;
}
void SetMotionCurrentFrame( int n, float fFrame )
{
if( this != m_rpThis )
{
return;
}
if( n < m_rpGCMDS->GetAniHolderCount() )
{
m_pAniHolder[n].SetCurrentFrame( fFrame );
}
}
bool SetStaticSlot( const char* szSlotName, const char* szOutfitName );
void BeginOutfitSetting();
bool SetOutfitSlot( const char* szSlotName, const char* szOutfitName, long lGradeEffectIndex = 0, long lGlowIndex = 0 );
void EndOutfitSetting();
bool SetAttachmentSlot( const char* szSlotName, const char* szAttachmentName, long lGradeEffectIndex = 0, long lGlowIndex = 0, bool bForced = false );
bool SetAttachmentSlot( Z3DTOK tokSlotName, Z3DTOK tokAttachmentName, long lGradeEffectIndex, long lGlowIndex, bool bForced = false );
bool SetAttachmentHolder( const char* szSlotName, long lIndex );
bool SetAttachmentHolder( Z3DTOK tokSlotName, long lIndex );
long GetAttachmentHolder( const char* szSlotName );
long GetAttachmentHolder( Z3DTOK tokSlotName );
CZ3DWeapon* GetAttachmentObject( const char* szSlotName );
CZ3DWeapon* GetAttachmentObject( Z3DTOK tokSlotName );
bool IsActionFinished(int n)
{
if( this != m_rpThis )
{
return true;
}
//_ASSERT( n < m_rpGCMDS->GetAniHolderCount() );
if( !(n < m_rpGCMDS->GetAniHolderCount()) )
{
return true; // 동작이 시작한적도 없으니 당근 끝나있음으로 리턴
}
return m_pAniHolder[n].IsOverflow();
}
bool IsAddonActionFinished(int n)
{
if( this != m_rpThis )
{
return true;
}
//_ASSERT( n < m_rpGCMDS->GetAniHolderCount() );
if( !(n < m_rpGCMDS->GetAniHolderCount()) )
{
return true; // 동작이 시작한적도 없으니 당근 끝나있음으로 리턴
}
return m_pAddonAniHolder[n].IsOverflow();
}
void SetAlphaLevel( float f )
{
if( this != m_rpThis )
{
return;
}
m_pSkin->SetTransparency( f );
}
bool SetAnimationSpeed( float f, long lIndex = -1 )
{
if( this != m_rpThis )
{
return true;
}
if( -1 == lIndex )
{
for( int i = 0; i < m_rpGCMDS->GetAniHolderCount(); i++ )
{
m_pAniHolder[i].SetSpeedFactor( f );
m_pAddonAniHolder[i].SetSpeedFactor( f );
}
}
else
{
if( !(lIndex < m_rpGCMDS->GetAniHolderCount()) )
{
return false;
}
m_pAniHolder[lIndex].SetSpeedFactor( f );
m_pAddonAniHolder[lIndex].SetSpeedFactor( f );
}
return true;
}
bool CheckEvent( const char* szEventName, Z3DTOK* p_tokSecondaryEvent = NULL );
bool CheckCollision( const CZ3DOBB& rOBB );
virtual void Act( Z3D_CHR_ACTION action, long lParam1 = 0, long lParam2 = 0 );
virtual void FrameMove();
void Render();
virtual void DrawShadow( IDirect3DDevice8* pDevice, DWORD vertexShader = 0xFFFFFFFF );
void RenderGlowShape( IDirect3DDevice8* pDevice );
void PreRender();
void GetAniDataDisplacement( vector3 &v_disp, int n );
long GetAniDataLength( int n );
void GetBoundingBox( vector3& r_vmin, vector3& r_vmax );
const CZ3DMultipartSkin* GetSkinInterface()
{
if( this != m_rpThis )
{
return NULL;
}
return m_pSkin;
}
long GetBoundingCylinderCount()
{
if( this != m_rpThis )
{
return 0;
}
return static_cast<long>(m_rpGCMDS->GetBoundingCylinderVector()->size());
}
const Z3D_BOUNDING_CYLINDER* GetBoundingCylinderList();
bool IsShaderParameterAvailable( long lIdx );
const char* GetShaderParameterInfo( long lIdx );
long GetEffectInfoList( const char** &rpszEffectInfo );
float GetSizeFactor()
{
if( this != m_rpThis )
{
return 1.0f;
}
if( m_rpGCMDS )
{
return m_rpGCMDS->GetSizeFactor();
}
return 0.0f;
}
void SetAniTestMode( bool b )
{
if( this != m_rpThis )
{
return;
}
m_bAniTestMode = b;
if( m_pSkin )
{
m_pSkin->SetTestMode( b );
}
}
bool HasBoundingVolumeInfo();
static bool _BuildCMDSList( const char* szFileSpec = "*.GCMDS" );
static bool _ClearCMDSList();
static void _RetrieveCMDSNameList( std::vector<const char*>& r_vecList );
static CZ3DGCMDS* _GetGCMDSByName( const char* szFilename );
//wizardbug
void SetHouse(float x,float y,float z,char *strName);
bool GetHouse(D3DXVECTOR3 &vecPos,char *strName);
void SetHouseSkip(bool bSkip);
bool GetFixHeight() { return m_bFixHeight; }
void SetFixHeight(bool bFix) { m_bFixHeight = bFix; }
float m_fFixHeight;
void SetNPC(bool bFlag) { m_bNPC = bFlag;}
bool GetNPC() { return m_bNPC;}
void Pause( bool b )
{
m_bPaused = b;
}
bool IsPaused()
{
return m_bPaused;
}
void SetRenderOverride( int n );
protected:
Z3DTexture* m_rpRenderOverrideTexture; // texture for rendering override
int m_nRenderOverride; // rendering override flag ( none/stone/... )
bool m_bPaused;
//wizardbug
bool m_bFixHeight;
bool m_bNPC;
CZ3DGeneralChrModel* m_rpThis;
std::vector<int> m_vec_nCollisionSkeletonIndex;
std::vector< CZ3DBoundingVolumeObject* > m_vec_pBoundingVolumeObject;
bool m_bAniTestMode;
bool m_bInitialized;
CZ3DAniMixer m_AniMixer;
float m_fScaleFactor;
float m_fMonsterScriptEffectScale;
std::vector<Z3DTOK> m_vec_tokEventStorage;
std::vector<Z3DTOK> m_vec_tokSecondaryEventStorage;
CZ3DGCMDS* m_rpGCMDS;
const Z3DMOTIONSHEET* m_rpCurrentMotionSheet;
Z3DTOK m_tokCurrentMotionSheet;
CZ3DSkeletonObject* m_pSkeletonObjects;
CZ3DMultipartSkin* m_pSkin;
H3DAniKeyPackTag* m_pTagAniKeyPack;
Z3DAniHolder* m_pAniHolder;
CZ3DChrEventGenerator* m_pEventGenerator;
H3DAniKeyPackTag* m_pTagAddonAniKeyPack;
Z3DAniHolder* m_pAddonAniHolder;
CZ3DChrEventGenerator* m_pAddonEventGenerator;
std::map<Z3DTOK, Z3DTOK> m_mapStaticSlot;
std::map<Z3DTOK, Z3DTOK_OVERLAY_SLOT*> m_mapOutfitSlot;
Z3D_BOUNDING_CYLINDER* m_pBoundingCylinder;
struct Z3D_TOK_N_ATTACHMENT
{
Z3DTOK tokAttachmentName;
CZ3DWeapon* pAttachment;
long lHolderIndex;
};
std::map<Z3DTOK, Z3D_TOK_N_ATTACHMENT> m_mapAttachmentSlot;
bool SetAniKeyPack( int n, Z3DTOK tokFileName, bool bTransit );
bool SetAddonAniKeyPack( int n, Z3DTOK tokFileName, float fFactorPeak );
void ApplyOutfit( Z3DTOK tokOutfitName, long lGradeEffectIndex, long lGlowIndex );
Z3DTOKARRAY* GetTokArray( Z3DTOK tokMotionName, long lRandomIndex = -1 );
static std::map<Z3DTOK, CZ3DGCMDS*> ms_mapTok2GCMDS;
// wizardbug
bool m_bHouse;
D3DXVECTOR3 m_vecHousePos;
char m_strOutName[256];
};
#endif // !defined(AFX_Z3DGENERALCHRMODEL_H__B38196D0_93FD_49A6_85A7_6E726B0C53A1__INCLUDED_)