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
5135 changed files with 1745744 additions and 0 deletions

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#pragma once
#include "d3dx8.h"
#include <vector>
#include <list>
struct Z3D_GLOW_KEY
{
D3DXCOLOR c;
int nKeyFrame;
};
struct Z3D_GLOW_CONSTANTS
{
std::vector< Z3D_GLOW_KEY > vecGlowKeyData;
int nTotalFrame;
Z3D_GLOW_CONSTANTS()
{
nTotalFrame = 0;
}
};
struct CUSTOM_TLVERTEX
{
float x, y, z, rhw;
float u, v;
CUSTOM_TLVERTEX() {}
CUSTOM_TLVERTEX( float _x, float _y, float _z, float _rhw, float _u, float _v )
{
x = _x; y = _y; z = _z; rhw = _rhw;
u = _u; v = _v;
}
};
class CZ3DGlowHandler
{
public:
CZ3DGlowHandler();
~CZ3DGlowHandler();
void SetLevel( int nLevel );
void ApplySetting( IDirect3DDevice8* pDevice );
static void _SetRenderViewport( D3DVIEWPORT8& vp );
static void _SetRenderProjectionMatrix( D3DMATRIX& mat );
static void _Process(); // ī<><C4AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ӵ<EFBFBD> <20>ѹ<EFBFBD><D1B9><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ȣ<><C8A3>
static bool _Init( IDirect3DDevice8* pDevice, bool bLowSpec = false );
static void _Close();
static void _PrepareGlowRender(); // ij<><C4B3><EFBFBD>ͺ<EFBFBD> glow RTT <20><> render target <20><><EFBFBD><EFBFBD>
static void _EndGlowRender(); // glow RTT <20><><EFBFBD><EFBFBD>. render target <20><><EFBFBD><EFBFBD>
static void _ProcessGlow(); // ij<><C4B3><EFBFBD>ͺ<EFBFBD> glow RTT <20><> texture <20><> ȭ<>鿡 glow effect <20><><EFBFBD><EFBFBD>
static Z3D_GLOW_CONSTANTS& _GetGlowConstantField( int nLevelIndex );
static void _AddGlowConstantKeyframe( int nLevelndex, D3DXCOLOR& c, int nDuration );
static IDirect3DTexture8* TestGetRenderTexture()
{
return ms_pRenderTargetTexture;
}
private:
void FrameMove();
int m_nLevelIndex; // 0<><30><EFBFBD><EFBFBD> 'ȿ<><C8BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>'<27><> <20><>Ÿ<EFBFBD><C5B8><EFBFBD>Ƿ<EFBFBD>, <20><><EFBFBD><EFBFBD> <20>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD><EFBFBD> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> m_nLevelIndex-1 <20>̴<EFBFBD>
int m_nCurrentFrame;
D3DXCOLOR m_CurrentColor;
std::list< CZ3DGlowHandler* >::iterator m_itrThis;
static IDirect3DDevice8* ms_pDevice;
static IDirect3DTexture8* ms_pRenderTargetTexture;
static IDirect3DSurface8* ms_pRenderTargetDepth;
static IDirect3DSurface8* ms_pOldBackBuffer;
static IDirect3DSurface8* ms_pOldDepthBuffer;
static Z3D_GLOW_CONSTANTS ms_aGlowParameter[];
static std::list< CZ3DGlowHandler* > ms_listInstance;
static CUSTOM_TLVERTEX ms_Vert[4];
static D3DVIEWPORT8 ms_RenderViewport, ms_SaveViewport;
static D3DMATRIX ms_RenderProjectionMatrix, ms_SaveProjectionMatrix;
static bool ms_b16bitMode;
static bool ms_bSkipGlow;
};