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>
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//-----------------------------------------------------------------------------
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// File: D3DFont.h
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//
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// Desc: Texture-based font class
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#ifndef D3DFONT_H
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#define D3DFONT_H
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#include <tchar.h>
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#include <ddraw.h>
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#include <d3dxmath.h>
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#define D3D_OVERLOADS
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#include <d3d.h>
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// Font creation flags
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#define D3DFONT_BOLD 0x0001
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#define D3DFONT_ITALIC 0x0002
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// Font rendering flags
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#define D3DFONT_CENTERED 0x0001
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#define D3DFONT_TWOSIDED 0x0002
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#define D3DFONT_FILTERED 0x0004
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#ifndef __INITDDSTRUCT_DEFINED
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#define __INITDDSTRUCT_DEFINED
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template <typename T>
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__inline void INITDDSTRUCT(T& dd)
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{
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ZeroMemory(&dd, sizeof(dd));
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dd.dwSize = sizeof(dd);
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}
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#endif
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#ifndef __RELEASE_DEFINED
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#define __RELEASE_DEFINED
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template<typename T>
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__inline void RELEASE( T* &p )
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{
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if( p ) {
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p->Release();
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p = NULL;
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}
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}
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#endif
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#define MAX_NUM_VERTICES 50*6
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//-----------------------------------------------------------------------------
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// Custom vertex types for rendering text
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//-----------------------------------------------------------------------------
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struct FONT2DVERTEX {
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D3DXVECTOR4 p;
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DWORD color;
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FLOAT tu, tv;
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};
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//-----------------------------------------------------------------------------
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// Name: class CD3DFont
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// Desc: Texture-based font class for doing text in a 3D scene.
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//-----------------------------------------------------------------------------
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class CD3DFont
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{
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TCHAR m_strFontName[80]; // Font properties
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DWORD m_dwFontHeight;
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DWORD m_dwFontFlags;
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LPDIRECT3DDEVICE7 m_pd3dDevice; // A D3DDevice used for rendering
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LPDIRECTDRAWSURFACE7 m_pTexture; // The d3d texture for this font
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FONT2DVERTEX m_VB[MAX_NUM_VERTICES]; // VertexBuffer for rendering text
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DWORD m_dwTexWidth; // Texture dimensions
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DWORD m_dwTexHeight;
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FLOAT m_fTextScale;
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FLOAT m_fTexCoords[128-32][4];
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// Stateblocks for setting and restoring render states
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DWORD m_dwSavedStateBlock;
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DWORD m_dwDrawTextStateBlock;
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public:
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// 2D and 3D text drawing functions
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HRESULT DrawText( FLOAT x, FLOAT y, DWORD dwColor,
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TCHAR* strText, DWORD dwFlags=0L );
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// Function to get extent of text
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HRESULT GetTextExtent( TCHAR* strText, SIZE* pSize );
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// Initializing and destroying device-dependent objects
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HRESULT InitDeviceObjects(LPDIRECTDRAW7 pDD, LPDIRECT3DDEVICE7 pd3dDevice);
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HRESULT RestoreDeviceObjects();
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HRESULT InvalidateDeviceObjects();
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HRESULT DeleteDeviceObjects();
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// Constructor / destructor
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CD3DFont( TCHAR* strFontName, DWORD dwHeight, DWORD dwFlags=0L );
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~CD3DFont();
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};
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#endif
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