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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//-----------------------------------------------------------------------------
//
// Sample Name: AudioFx Sample
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//
// GM/GS<47> Sound Set Copyright <20>1996, Roland Corporation U.S.
//
//-----------------------------------------------------------------------------
Description
===========
The sample demonstrates:
(1) how to use standard effects (FX) with DirectMusic
(2) how to manipulate FX parameters - and what the results sounds like
Path
====
Source: DXSDK\Samples\Multimedia\DirectMusic\AudioFx
Executable: DXSDK\Samples\Multimedia\DirectMusic\Bin
User's Guide
============
- make sure a sound file is loaded (can be WAV, MID, or RMI), a default
sound file should be loaded for you.
- by default, no FX are enabled. try playing the sound to see what it
orginally sounds like.
- enable one or more FXs by checking the checkboxes on the left, under
the column "Enable".
- Hit play to hear the FX applied.
- you can adjust parameters for any FX by using the frame on the right.
(choose which FX to adjust by choosing an option under the "Adjust"
column on the left. If you are adjusting parametesr for an active
FX while sound is playing, you will hearing the difference immediately.
Programming Notes
=================
To Enable a stand effect, ultimately, you need to obtain a LPDIRECTSOUNDBUFFER8
interface pointer. Fill one or more DSEFFECTDESC structs, and pass them into
IDirectSoundBuffer8::SetFX( ). This functionality is encapsulated by the sample
in the CSoundFXManager.
Much of the code is for manipulating the UI, and is loosely coupled with
the FX code.

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@@ -0,0 +1,80 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by audiofx.rc
//
#define IDD_MAIN 101
#define IDI_ICON 103
#define IDC_PARAM_NAME1 1000
#define IDC_PARAM_VALUE1 1001
#define IDC_SLIDER1 1002
#define IDC_PARAM_MIN1 1003
#define IDC_PARAM_MAX1 1004
#define IDC_PARAM_NAME2 1005
#define IDC_PARAM_VALUE2 1006
#define IDC_SLIDER2 1007
#define IDC_PARAM_MIN2 1008
#define IDC_PARAM_MAX2 1009
#define IDC_PARAM_NAME3 1010
#define IDC_PARAM_VALUE3 1011
#define IDC_SLIDER3 1012
#define IDC_PARAM_MIN3 1013
#define IDC_PARAM_MAX3 1014
#define IDC_PARAM_NAME4 1015
#define IDC_PARAM_VALUE4 1016
#define IDC_SLIDER4 1017
#define IDC_PARAM_MIN4 1018
#define IDC_PARAM_MAX4 1019
#define IDC_PARAM_NAME5 1020
#define IDC_PARAM_VALUE5 1021
#define IDC_SLIDER5 1022
#define IDC_PARAM_MIN5 1023
#define IDC_PARAM_MAX5 1024
#define IDC_PARAM_NAME6 1025
#define IDC_PARAM_VALUE6 1026
#define IDC_SLIDER6 1027
#define IDC_PARAM_MIN6 1028
#define IDC_PARAM_MAX6 1029
#define IDC_RADIO_TRIANGLE 1101
#define IDC_RADIO_SQUARE 1102
#define IDC_RADIO_SINE 1103
#define IDC_RADIO_CHORUS 1201
#define IDC_RADIO_COMPRESSOR 1202
#define IDC_RADIO_DISTORTION 1203
#define IDC_RADIO_ECHO 1204
#define IDC_RADIO_FLANGER 1205
#define IDC_RADIO_GARGLE 1206
#define IDC_RADIO_PARAMEQ 1207
#define IDC_RADIO_REVERB 1208
#define IDC_CHECK_CHORUS 1211
#define IDC_CHECK_COMPRESSOR 1212
#define IDC_CHECK_DISTORTION 1213
#define IDC_CHECK_ECHO 1214
#define IDC_CHECK_FLANGER 1215
#define IDC_CHECK_GARGLE 1216
#define IDC_CHECK_PARAMEQ 1217
#define IDC_CHECK_REVERB 1218
#define IDC_BUTTON_OPEN 1301
#define IDC_TEXT_STATUS 1302
#define IDC_TEXT_FILENAME 1303
#define IDC_CHECK_LOOP 1304
#define IDC_BUTTON_PLAY 1305
#define IDC_BUTTON_STOP 1306
#define IDC_FRAME 1307
#define IDC_FRAME_WAVEFORM 1309
#define IDC_RADIO_NEG_180 1310
#define IDC_RADIO_NEG_90 1311
#define IDC_RADIO_ZERO 1312
#define IDC_RADIO_90 1313
#define IDC_RADIO_180 1314
#define IDC_FRAME_PHASE 1315
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 104
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1316
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif