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: play.cpp
//
// Desc: DirectMusic tutorial to show how to play a segment
// on the default audio path
//
// Copyright (c) 2000-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define INITGUID
#include <windows.h>
#include <dmusicc.h>
#include <dmusici.h>
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
IDirectMusicLoader8* g_pLoader = NULL;
IDirectMusicPerformance8* g_pPerformance = NULL;
IDirectMusicSegment8* g_pSegment = NULL;
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Plays a single wave file using DirectMusic on the default audio path.
//-----------------------------------------------------------------------------
INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine,
INT nCmdShow )
{
// Initialize COM
CoInitialize(NULL);
// Create loader object
CoCreateInstance( CLSID_DirectMusicLoader, NULL, CLSCTX_INPROC,
IID_IDirectMusicLoader8, (void**)&g_pLoader );
// Create performance object
CoCreateInstance( CLSID_DirectMusicPerformance, NULL, CLSCTX_INPROC,
IID_IDirectMusicPerformance8, (void**)&g_pPerformance );
// Initialize the performance with the standard audio path.
// This initializes both DirectMusic and DirectSound and
// sets up the synthesizer.
g_pPerformance->InitAudio( NULL, NULL, NULL,
DMUS_APATH_SHARED_STEREOPLUSREVERB, 64,
DMUS_AUDIOF_ALL, NULL );
CHAR strPath[MAX_PATH];
GetWindowsDirectory( strPath, MAX_PATH );
strcat( strPath, "\\media" );
// Tell DirectMusic where the default search path is
WCHAR wstrSearchPath[MAX_PATH];
MultiByteToWideChar( CP_ACP, 0, strPath, -1,
wstrSearchPath, MAX_PATH );
g_pLoader->SetSearchDirectory( GUID_DirectMusicAllTypes,
wstrSearchPath, FALSE );
// Load the segment from the file
WCHAR wstrFileName[MAX_PATH] = L"The Microsoft Sound.wav";
if( FAILED( g_pLoader->LoadObjectFromFile( CLSID_DirectMusicSegment,
IID_IDirectMusicSegment8,
wstrFileName,
(LPVOID*) &g_pSegment ) ) )
{
MessageBox( NULL, "Media not found, sample will now quit",
"DirectMusic Tutorial", MB_OK );
return 0;
}
// Download the segment's instruments to the synthesizer
g_pSegment->Download( g_pPerformance );
// Play segment on the default audio path
g_pPerformance->PlaySegmentEx( g_pSegment, NULL, NULL, 0,
0, NULL, NULL, NULL );
// Now DirectMusic will play in the backgroud,
// so continue on with our task
MessageBox( NULL, "Click OK to Exit.", "DirectMusic Tutorial", MB_OK );
// Stop the music, and close down
g_pPerformance->Stop( NULL, NULL, 0, 0 );
g_pPerformance->CloseDown();
// Cleanup all interfaces
g_pLoader->Release();
g_pPerformance->Release();
g_pSegment->Release();
// Close down COM
CoUninitialize();
return 0;
}

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