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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//-----------------------------------------------------------------------------
// File: mtexture.cpp
//
// Desc: Example code showing how to do multitexturing in D3D
//
// Note: This code uses the D3D Framework helper library.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include "stdafx.h"
#include <tchar.h>
#include <math.h>
#include <time.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DFile.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "MFCTex.h"
//-----------------------------------------------------------------------------
// Define a custom vertex that uses multiple sets of tex coords
//-----------------------------------------------------------------------------
struct WALLVERTEX
{
D3DXVECTOR3 p;
DWORD dwColor;
FLOAT tu1, tv1;
FLOAT tu2, tv2;
FLOAT tu3, tv3;
};
#define D3DFVF_WALLVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX3 )
#define FILL_WALLVERTEX( v, ax, ay, az, acolor, atu1, atv1, atu2, atv2, atu3, atv3 ) \
{ v.p.x = ax; v.p.y = ay; v.p.z = az; v.dwColor = acolor; \
v.tu1 = atu1; v.tv1 = atv1; v.tu2 = atu2; v.tv2 = atv2;\
v.tu3 = atu3; v.tv3 = atv3;\
}
#define WALL_VERT_NUM 10
struct FLOORCEILINGVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
};
#define D3DFVF_FLOORCEILINGVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 )
#define FILL_FLOORCEILINGVERTEX( v, ax, ay, az, nx, ny, nz, atu, atv ) \
{ v.p.x = ax; v.p.y = ay; v.p.z = az; v.n.x = nx; v.n.y = ny; v.n.z = nz; \
v.tu = atu; v.tv = atv; \
}
#define FLOORCEILING_VERT_NUM 12
//-----------------------------------------------------------------------------
// Storage of the texture stage states
//-----------------------------------------------------------------------------
WORD g_wT0COp, g_wT1COp, g_wT2COp;
WORD g_wT0CArg1, g_wT1CArg1, g_wT2CArg1;
WORD g_wT0CArg2, g_wT1CArg2, g_wT2CArg2;
WORD g_wT0AOp, g_wT1AOp, g_wT2AOp;
WORD g_wT0AArg1, g_wT1AArg1, g_wT2AArg1;
WORD g_wT0AArg2, g_wT1AArg2, g_wT2AArg2;
DWORD g_dwTextureFactor = 0xffffffff;
DWORD g_dwDiffuseColor = 0xffffffff;
DWORD g_dwMaxTextureBlendStages = 0;
//-----------------------------------------------------------------------------
// Function prototypes and global (or static) variables
//-----------------------------------------------------------------------------
LPDIRECT3DTEXTURE8 g_pFloorTexture = NULL;
LPDIRECT3DTEXTURE8 g_pTexture0 = NULL;
LPDIRECT3DTEXTURE8 g_pTexture1 = NULL;
LPDIRECT3DTEXTURE8 g_pTexture2 = NULL;
// Filenames for the textures (one for each texture stage)
BOOL g_bTexturesChanged = FALSE;
TCHAR g_strTexture0[256];
TCHAR g_strTexture1[256];
TCHAR g_strTexture2[256];
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CAppForm::OneTimeSceneInit()
{
m_pFont = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
// Create some textures
_tcscpy( g_strTexture0, _T("env2.bmp") );
_tcscpy( g_strTexture1, _T("spotlite.bmp") );
_tcscpy( g_strTexture2, _T("env3.bmp") );
g_pFloorTexture = NULL;
g_pTexture0 = NULL;
g_pTexture1 = NULL;
g_pTexture2 = NULL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CAppForm::FrameMove()
{
// Setup the world spin matrix
D3DXMATRIX matWorldSpin;
D3DXMatrixRotationY( &matWorldSpin, -m_fTime/9 );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSpin );
// keep texture coordinates in a reasonable range
static FLOAT fTimeKeySub = 0.0f;
FLOAT fTexTimeKey = m_fTime + fTimeKeySub;
if( fTexTimeKey > 160.0f )
{
fTimeKeySub -= 160.0f;
}
WALLVERTEX* pVertices;
m_pVBWalls->Lock( 0, 0, (BYTE**)&pVertices, 0 );
// Rotate the light map around the walls each frame
for( int i=0; i<(WALL_VERT_NUM/2); i++ )
{
pVertices[2*i+0].tu2 = fTexTimeKey/(WALL_VERT_NUM/2)+i;
pVertices[2*i+1].tu2 = fTexTimeKey/(WALL_VERT_NUM/2)+i;
}
for( i=0; i<WALL_VERT_NUM; i++ )
pVertices[i].dwColor = g_dwDiffuseColor;
m_pVBWalls->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SetTextureStageStatesForRendering()
// Desc: Sets up the texture stage, as per the global variables defining each
// stage.
//-----------------------------------------------------------------------------
HRESULT SetTextureStageStatesForRendering( LPDIRECT3DDEVICE8 pd3dDevice )
{
// If new textures were selected, restore them now
if( g_bTexturesChanged )
{
SAFE_RELEASE( g_pFloorTexture );
SAFE_RELEASE( g_pTexture0 );
SAFE_RELEASE( g_pTexture1 );
SAFE_RELEASE( g_pTexture2 );
if( FAILED( D3DUtil_CreateTexture( pd3dDevice, _T("floor.bmp"), &g_pFloorTexture ) ) )
g_pFloorTexture = NULL;
if( FAILED( D3DUtil_CreateTexture( pd3dDevice, g_strTexture0, &g_pTexture0 ) ) )
g_pTexture0 = NULL;
if( FAILED( D3DUtil_CreateTexture( pd3dDevice, g_strTexture1, &g_pTexture1 ) ) )
g_pTexture1 = NULL;
if( FAILED( D3DUtil_CreateTexture( pd3dDevice, g_strTexture2, &g_pTexture2 ) ) )
g_pTexture2 = NULL;
g_bTexturesChanged = FALSE;
}
pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, g_dwTextureFactor );
pd3dDevice->SetTexture( 0, g_pTexture0 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, g_wT0CArg1 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, g_wT0COp );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, g_wT0CArg2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, g_wT0AArg1 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, g_wT0AOp );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, g_wT0AArg2 );
if( g_dwMaxTextureBlendStages > 1 )
{
pd3dDevice->SetTexture( 1, g_pTexture1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, g_wT1CArg1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, g_wT1COp );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, g_wT1CArg2 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, g_wT1AArg1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, g_wT1AOp );
pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG2, g_wT1AArg2 );
}
if( g_dwMaxTextureBlendStages > 2)
{
pd3dDevice->SetTexture( 2, g_pTexture2 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, g_wT2CArg1 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, g_wT2COp );
pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, g_wT2CArg2 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAARG1, g_wT2AArg1 );
pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, g_wT2AOp );
pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAARG2, g_wT2AArg2 );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CAppForm::Render()
{
HRESULT hr;
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
// Begin the scene
if( FAILED( m_pd3dDevice->BeginScene() ) )
return E_FAIL;
// Render the floor and ceiling (using single-textured vertices)
m_pd3dDevice->SetTexture( 0, g_pFloorTexture );
m_pd3dDevice->SetTexture( 1, NULL );
m_pd3dDevice->SetTexture( 2, NULL );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetVertexShader( D3DFVF_FLOORCEILINGVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pVBFloorCeiling, sizeof(FLOORCEILINGVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 4 );
// Setup the texture stages' state
SetTextureStageStatesForRendering( m_pd3dDevice );
// Validate the device. This checks to see if the texture stage states we
// set up are valid for the device. If so, render the object.
DWORD dwNumPasses;
if( SUCCEEDED( hr = m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
{
// Render the multi-textured object
m_pd3dDevice->SetVertexShader( D3DFVF_WALLVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pVBWalls, sizeof(WALLVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 8);
}
TCHAR* pstr;
switch( hr )
{
case D3DERR_UNSUPPORTEDCOLOROPERATION:
pstr = _T("Unsupported color op");
break;
case D3DERR_UNSUPPORTEDCOLORARG:
pstr = _T("Unsupported color arg");
break;
case D3DERR_UNSUPPORTEDALPHAOPERATION:
pstr = _T("Unsupported alpha op");
break;
case D3DERR_UNSUPPORTEDALPHAARG:
pstr = _T("Unsupported alpha arg");
break;
case D3DERR_TOOMANYOPERATIONS:
pstr = _T("Too many texture ops");
break;
case D3DERR_WRONGTEXTUREFORMAT:
pstr = _T("Incompatible texture formats");
break;
case D3DERR_CONFLICTINGRENDERSTATE:
pstr = _T("Conflicting render state");
break;
case S_OK:
pstr = _T("Device validated OK");
break;
default:
pstr = _T("Using DX5 driver");
break;
}
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), pstr );
// End the scene.
m_pd3dDevice->EndScene();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::InitDeviceObjects()
{
UpdateUIForDeviceCapabilites();
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create the walls vertex buffer
if( FAILED( m_pd3dDevice->CreateVertexBuffer( WALL_VERT_NUM * sizeof(WALLVERTEX),
0, D3DFVF_WALLVERTEX, D3DPOOL_MANAGED, &m_pVBWalls ) ) )
{
return E_FAIL;
}
WALLVERTEX* pVertices;
m_pVBWalls->Lock( 0, 0, (BYTE**)&pVertices, 0 );
FILL_WALLVERTEX( pVertices[ 0], -5.0f,-5.0f, 5.0f, g_dwDiffuseColor, 0.00f, 1.0f, 1.00, 1.0f, 1.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 1], -5.0f, 5.0f, 5.0f, g_dwDiffuseColor, 0.00f, 0.0f, 1.00, 0.0f, 1.00, 0.0f );
FILL_WALLVERTEX( pVertices[ 2], 5.0f,-5.0f, 5.0f, g_dwDiffuseColor, 1.00f, 1.0f, 0.00, 1.0f, 0.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 3], 5.0f, 5.0f, 5.0f, g_dwDiffuseColor, 1.00f, 0.0f, 0.00, 0.0f, 0.00, 0.0f );
FILL_WALLVERTEX( pVertices[ 4], 5.0f,-5.0f,-5.0f, g_dwDiffuseColor, 2.00f, 1.0f, 1.00, 1.0f, 1.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 5], 5.0f, 5.0f,-5.0f, g_dwDiffuseColor, 2.00f, 0.0f, 1.00, 0.0f, 1.00, 0.0f );
FILL_WALLVERTEX( pVertices[ 6], -5.0f,-5.0f,-5.0f, g_dwDiffuseColor, 3.00f, 1.0f, 1.00, 1.0f, 1.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 7], -5.0f, 5.0f,-5.0f, g_dwDiffuseColor, 3.00f, 0.0f, 1.00, 0.0f, 1.00, 0.0f );
FILL_WALLVERTEX( pVertices[ 8], -5.0f,-5.0f, 5.0f, g_dwDiffuseColor, 4.00f, 1.0f, 0.00, 1.0f, 0.00, 1.0f );
FILL_WALLVERTEX( pVertices[ 9], -5.0f, 5.0f, 5.0f, g_dwDiffuseColor, 4.00f, 0.0f, 0.00, 0.0f, 0.00, 0.0f );
m_pVBWalls->Unlock();
// Create the floor/ceiling vertex buffer
if( FAILED( m_pd3dDevice->CreateVertexBuffer( FLOORCEILING_VERT_NUM * sizeof(FLOORCEILINGVERTEX),
0, D3DFVF_FLOORCEILINGVERTEX, D3DPOOL_MANAGED, &m_pVBFloorCeiling ) ) )
{
return E_FAIL;
}
FLOORCEILINGVERTEX* pFloorVertices;
m_pVBFloorCeiling->Lock( 0, 0, (BYTE**)&pFloorVertices, 0 );
FILL_FLOORCEILINGVERTEX( pFloorVertices[0], -5,-5, 5, 0, 1, 0, 0.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[1], 5,-5, 5, 0, 1, 0, 0.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[2], 5,-5,-5, 0, 1, 0, 1.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[3], 5,-5,-5, 0, 1, 0, 1.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[4], -5,-5,-5, 0, 1, 0, 1.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[5], -5,-5, 5, 0, 1, 0, 0.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[6], 5, 5,-5, 0,-1, 0, 1.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[7], 5, 5, 5, 0,-1, 0, 0.0f, 1.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[8], -5, 5, 5, 0,-1, 0, 0.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[9], -5, 5, 5, 0,-1, 0, 0.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[10], -5, 5,-5, 0,-1, 0, 1.0f, 0.0f );
FILL_FLOORCEILINGVERTEX( pFloorVertices[11], 5, 5,-5, 0,-1, 0, 1.0f, 1.0f );
m_pVBFloorCeiling->Unlock();
g_bTexturesChanged = TRUE; // Force texture reload
g_dwMaxTextureBlendStages = m_d3dCaps.MaxTextureBlendStages;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Create and set up the shine materials w/ textures
D3DMATERIAL8 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
// Set the transform matrices
D3DXMATRIX matWorld, matView, matProj;
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -4.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 1.0f, 1000.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set any appropiate state
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CAppForm::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
SAFE_RELEASE( m_pVBWalls );
SAFE_RELEASE( m_pVBFloorCeiling );
SAFE_RELEASE( g_pFloorTexture );
SAFE_RELEASE( g_pTexture0 );
SAFE_RELEASE( g_pTexture1 );
SAFE_RELEASE( g_pTexture2 );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CAppForm::FinalCleanup()
{
SAFE_DELETE( m_pFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CAppForm::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SetTextureMaps()
// Desc: Changes the texture maps used during rendering of the room.
//-----------------------------------------------------------------------------
VOID CAppForm::SetTextureMaps( const TCHAR* strTexture0, const TCHAR* strTexture1,
const TCHAR* strTexture2 )
{
_tcscpy( g_strTexture0, strTexture0 );
_tcscpy( g_strTexture1, strTexture1 );
_tcscpy( g_strTexture2, strTexture2 );
g_bTexturesChanged = TRUE;
}