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: SmartVB.h
//
// Desc: see main.cpp
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#ifndef _SMARTVB_H
#define _SMARTVB_H
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
// Smart vertex buffer template class. This performs the usual NOOVERWRITE/DISCARDCONTENTS
// filling loop. Simply call Begin(), then multiple instances of MakeRoom() to be given
// pointers to where to store vertex and index data, then End() when done. The class
// automatically flushes rendering as the buffer fills.
//
// By default rendering is performed by calling DrawIndexedPrimitive with a TRIANGELIST
// consisting of the submitted data, but the client can supply a callback if more complex
// rendering is required (perhaps for multipass?).
typedef void (__stdcall *SmartVBRenderCallback)( LPDIRECT3DVERTEXBUFFER8 pVB,
DWORD dwStartVertex,
DWORD dwNumVertices,
LPDIRECT3DINDEXBUFFER8 pIB,
DWORD dwStartIndex,
DWORD dwIndexCount,
void* pParam );
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
template< class VertType, DWORD VertFVF, DWORD NumIndex > class SmartVB
{
public:
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
SmartVB() : m_pVB(NULL), m_pd3dDevice(NULL), m_pIB(NULL)
{
SetRenderCallback();
};
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
~SmartVB()
{
Uninit();
};
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT Init( IDirect3D8* pD3D, IDirect3DDevice8* pDevice, DWORD dwNumVerts )
{
HRESULT hr;
Uninit();
m_dwNumVerts = dwNumVerts;
m_pd3dDevice = pDevice;
if( m_pd3dDevice )
m_pd3dDevice->AddRef();
else
return E_INVALIDARG;
m_pNextIndex = NULL;
m_dwNextIndex = 0;
if( FAILED( hr = m_pd3dDevice->CreateIndexBuffer( NumIndex * sizeof(WORD),
D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
D3DPOOL_DEFAULT, &m_pIB ) ) )
return hr;
m_pNextVert = NULL;
m_dwNextVert = 0;
DWORD dwFVFSize = D3DXGetFVFVertexSize( VertFVF );
if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( dwFVFSize * dwNumVerts,
D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, VertFVF,
D3DPOOL_DEFAULT, &m_pVB ) ) )
return hr;
return S_OK;
};
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
void Uninit()
{
SAFE_RELEASE( m_pVB );
SAFE_RELEASE( m_pIB );
SAFE_RELEASE( m_pd3dDevice );
};
//-----------------------------------------------------------------------------
// Name:
// Desc: Set rendering callback. Passing NULL for the callback gets you a default
// call to DrawIndexedPrimitive. pParam is passed through to the callback.
//-----------------------------------------------------------------------------
void SetRenderCallback( SmartVBRenderCallback pCallback = NULL, void* pParam = NULL )
{
if ( pCallback != NULL )
{
m_pCallback = pCallback;
m_pCallbackParam = pParam;
}
else
{
m_pCallback = DefaultRenderCallback;
m_pCallbackParam = this;
}
};
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT Begin()
{
// Check we haven't already begun
if ( m_pNextVert != NULL && m_pNextIndex != NULL )
return E_FAIL;
// Lock buffer, use D3DLOCK_DISCARD flag
m_pVB->Lock( 0, 0, (BYTE**)&m_pNextVert, D3DLOCK_DISCARD );
m_pNextVert += m_dwNextVert;
m_dwFirstVert = m_dwNextVert;
m_dwVertexCount = 0;
m_pIB->Lock( 0, 0, (BYTE**)&m_pNextIndex, D3DLOCK_DISCARD );
m_pNextIndex += m_dwNextIndex;
m_dwFirstIndex = m_dwNextIndex;
m_dwIndexCount = 0;
return S_OK;
};
//-----------------------------------------------------------------------------
// Name:
// Desc: Request space to submit data, may cause a 'flush' for rendering
//-----------------------------------------------------------------------------
HRESULT MakeRoom( DWORD dwNumVert, DWORD dwNumIndex, VertType** pVertPtr,
WORD** pIndexPtr, WORD* wIndexOffset )
{
Flush();
// Have we room left in the buffer?
if ( (dwNumVert + m_dwNextVert >= m_dwNumVerts) ||
(dwNumIndex + m_dwNextIndex >= NumIndex) )
{
// Nope, so flush current batch
Flush();
// Check we could fit this in at all
if ( (dwNumVert > m_dwNumVerts) || (dwNumIndex > NumIndex) )
return E_INVALIDARG;
}
// Got room, so just return position in buffer
*pVertPtr = m_pNextVert;
*pIndexPtr = m_pNextIndex;
*wIndexOffset = WORD(m_dwVertexCount);
// Update position
m_pNextVert += dwNumVert;
m_dwNextVert += dwNumVert;
m_dwVertexCount += dwNumVert;
m_pNextIndex += dwNumIndex;
m_dwNextIndex += dwNumIndex;
m_dwIndexCount += dwNumIndex;
// Done
return S_OK;
};
//-----------------------------------------------------------------------------
// Name:
// Desc: End data filling, and submit for rendering via callback
//-----------------------------------------------------------------------------
void End()
{
// Unlock VB
m_pVB->Unlock();
m_pIB->Unlock();
// Submit for rendering
if ( m_dwVertexCount > 0 && m_dwIndexCount > 0 )
m_pCallback( m_pVB, m_dwFirstVert, m_dwVertexCount,
m_pIB, m_dwFirstIndex, m_dwIndexCount,
m_pCallbackParam );
m_pNextVert = NULL;
m_pNextIndex = NULL;
};
//-----------------------------------------------------------------------------
// Name:
// Desc: Flush data if we overflowed
//-----------------------------------------------------------------------------
void Flush()
{
// Unlock VB
m_pVB->Unlock();
m_pIB->Unlock();
// Submit for rendering
if ( m_dwVertexCount > 0 && m_dwIndexCount > 0 )
m_pCallback( m_pVB, m_dwFirstVert, m_dwVertexCount,
m_pIB, m_dwFirstIndex, m_dwIndexCount,
m_pCallbackParam );
// Lock VB again
m_pVB->Lock( 0, 0, (BYTE**)&m_pNextVert, D3DLOCK_DISCARD );
m_dwFirstVert = 0;
m_dwVertexCount = 0;
m_dwNextVert = 0;
m_pIB->Lock( 0, 0, (BYTE**)&m_pNextIndex, D3DLOCK_DISCARD );
m_dwFirstIndex = 0;
m_dwIndexCount = 0;
m_dwNextIndex = 0;
};
protected:
IDirect3DDevice8* m_pd3dDevice;
DWORD m_dwNumVerts;
SmartVBRenderCallback m_pCallback;
void* m_pCallbackParam;
// Current position of 'write cursor' in buffer
LPDIRECT3DINDEXBUFFER8 m_pIB;
WORD* m_pNextIndex;
DWORD m_dwNextIndex;
DWORD m_dwFirstIndex;
LPDIRECT3DVERTEXBUFFER8 m_pVB;
VertType* m_pNextVert;
DWORD m_dwNextVert;
DWORD m_dwFirstVert;
// Counts of vertices and indicies in the current batch
DWORD m_dwVertexCount;
DWORD m_dwIndexCount;
static void __stdcall DefaultRenderCallback( LPDIRECT3DVERTEXBUFFER8 pVB,
DWORD dwStartVertex,
DWORD dwNumVertices,
LPDIRECT3DINDEXBUFFER8 pIB,
DWORD dwStartIndex,
DWORD dwIndexCount,
void* pParam )
{
((SmartVB*)pParam)->m_pd3dDevice->SetVertexShader( VertFVF );
((SmartVB*)pParam)->m_pd3dDevice->SetStreamSource( 0, pVB, sizeof(VertType) );
((SmartVB*)pParam)->m_pd3dDevice->SetIndices( pIB, 0 );
((SmartVB*)pParam)->m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, dwStartVertex,
dwNumVertices, dwStartIndex, dwIndexCount/3 );
};
private:
SmartVB( const SmartVB& );
void operator=( const SmartVB& );
};
#endif