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
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VERSION 5.00
Begin VB.Form Form1
Caption = "Form1"
ClientHeight = 4290
ClientLeft = 60
ClientTop = 345
ClientWidth = 5580
Icon = "billboard.frx":0000
LinkTopic = "Form1"
ScaleHeight = 286
ScaleMode = 3 'Pixel
ScaleWidth = 372
StartUpPosition = 3 'Windows Default
End
Attribute VB_Name = "Form1"
Attribute VB_GlobalNameSpace = False
Attribute VB_Creatable = False
Attribute VB_PredeclaredId = True
Attribute VB_Exposed = False
'-----------------------------------------------------------------------------
' File: Billboard.frm
'
' Desc: Example code showing how to do billboarding. The sample uses
' billboarding to draw some trees.
'
' Note: this implementation is for billboards that are fixed to rotate
' about the Y-axis, which is good for things like trees. For
' unconstrained billboards, like explosions in a flight sim, the
' technique is the same, but the the billboards are positioned slightly
' different. Try using the inverse of the view matrix, TL-vertices, or
' some other technique.
'
' Copyright (C) 1999-2001 Microsoft Corporation. All rights reserved.
'-----------------------------------------------------------------------------
Option Explicit
'-----------------------------------------------------------------------------
' Defines, constants, and global variables
'-----------------------------------------------------------------------------
Const NUM_TREES = 200
Const D3DFVF_TREEVERTEX = (D3DFVF_XYZ Or D3DFVF_DIFFUSE Or D3DFVF_TEX1)
Const NUMTREETEXTURES = 3
' Custom vertex type for the trees
Private Type TREEVERTEX
p As D3DVECTOR
color As Long
tu As Single
tv As Single
End Type
Dim m_bInit As Boolean ' Indicates that d3d has been initialized
Dim m_bMinimized As Boolean ' Indicates that display window is minimized
'-----------------------------------------------------------------------------
' Name: Tree
' Desc: Simple structure to hold data for rendering a tree
'-----------------------------------------------------------------------------
Private Type TREE
v(3) As TREEVERTEX
vPos As D3DVECTOR
iTreeTexture As Long
iNext As Long
dist As Single
End Type
Private Type HILLVERTEX
x As Single
y As Single
z As Single
tu As Single
tv As Single
End Type
Dim m_vEyePt As D3DVECTOR
Dim m_strTreeTextures(3) As String
Dim m_media As String
Dim m_Terrain As CD3DMesh
Dim m_SkyBox As CD3DMesh ' Skybox background object
Dim m_TreeVB As Direct3DVertexBuffer8 ' Vertex buffer for rendering a tree
Dim m_TreeTextures(NUMTREETEXTURES) ' Tree images
Dim m_matBillboardMatrix As D3DMATRIX ' Used for billboard orientation
Dim m_Trees(NUM_TREES) As TREE ' Array of tree info
Dim m_fTime As Single
Dim m_iTreeHead As Long
Dim m_iSortHead As Long
'-----------------------------------------------------------------------------
' Name: Form_Load()
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_Load()
Me.Show
DoEvents
'Setup defaults
Init
' Initialize D3D
' Note: D3DUtil_Init will attempt to use D3D Hardware acceleartion.
' If it is not available it attempt to use the Software Reference Rasterizer.
' If all fail it will display a message box indicating so.
'
m_bInit = D3DUtil_Init(Me.hwnd, True, 0, 0, D3DDEVTYPE_HAL, Nothing)
If Not (m_bInit) Then End
' Find media and set media directory
m_media = FindMediaDir("Tree02S.tga")
D3DUtil_SetMediaPath m_media
' Initialize Application Data
OneTimeSceneInit
' Create and load mesh objects
InitDeviceObjects
' Sets the state for those objects and the current D3D device
' (setup camera and lights etc)
RestoreDeviceObjects
' Start application timer
DXUtil_Timer TIMER_start
' Run the simulation forever
' See Form_Keydown for exit processing
Do While True
' Increment the simulation
FrameMove
' Render one image of the simulation
If Render Then 'Success
' Present the image to the screen
D3DUtil_PresentAll g_focushwnd
End If
' Allow for events to get processed
DoEvents
Loop
End Sub
'-----------------------------------------------------------------------------
' Name: Form_KeyDown()
' Desc: Process key messages for exit and change device
'-----------------------------------------------------------------------------
Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
Dim hr As Long
Select Case KeyCode
Case vbKeyEscape
Unload Me
Case vbKeyF2
' Pause the timer
DXUtil_Timer TIMER_STOP
' Bring up the device selection dialog
' we pass in the form so the selection process
' can make calls into InitDeviceObjects
' and RestoreDeviceObjects
frmSelectDevice.SelectDevice Me
' Restart the timer
DXUtil_Timer TIMER_start
Case vbKeyReturn
' Check for Alt-Enter if not pressed exit
If Shift <> 4 Then Exit Sub
' If we are windowed go fullscreen
' If we are fullscreen returned to windowed
If g_d3dpp.Windowed Then
hr = D3DUtil_ResetFullscreen
Else
hr = D3DUtil_ResetWindowed
End If
' Call Restore after ever mode change
' because calling reset looses state that needs to
' be reinitialized
If (hr = D3D_OK) Then
RestoreDeviceObjects
End If
End Select
End Sub
'-----------------------------------------------------------------------------
' Name: Form_Resize()
' Desc: hadle resizing of the D3D backbuffer
'-----------------------------------------------------------------------------
Private Sub Form_Resize()
' If D3D is not initialized then exit
If Not m_bInit Then Exit Sub
' If we are in a minimized state stop the timer and exit
If Me.WindowState = vbMinimized Then
DXUtil_Timer TIMER_STOP
m_bMinimized = True
Exit Sub
' If we just went from a minimized state to maximized
' restart the timer
Else
If m_bMinimized = True Then
DXUtil_Timer TIMER_start
m_bMinimized = False
End If
End If
' Dont let the window get too small
If Me.ScaleWidth < 10 Then
Me.width = Screen.TwipsPerPixelX * 10
Exit Sub
End If
If Me.ScaleHeight < 10 Then
Me.height = Screen.TwipsPerPixelY * 10
Exit Sub
End If
'reset and resize our D3D backbuffer to the size of the window
D3DUtil_ResizeWindowed Me.hwnd
'All state get losts after a reset so we need to reinitialze it here
RestoreDeviceObjects
End Sub
'-----------------------------------------------------------------------------
' Name: Form_Unload()
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_Unload(Cancel As Integer)
DeleteDeviceObjects
End
End Sub
' Simple function to define "hilliness" for terrain
Function HeightField(x As Single, y As Single) As Single
HeightField = 9 * (Cos(x / 20 + 0.2) * Cos(y / 15 - 0.2) + 1#)
End Function
Sub Init()
m_strTreeTextures(0) = "Tree02S.tga"
m_strTreeTextures(1) = "Tree35S.tga"
m_strTreeTextures(2) = "Tree01S.tga"
Me.Caption = ("Billboard: D3D Billboarding Example")
Set m_SkyBox = New CD3DMesh
Set m_Terrain = New CD3DMesh
Set m_TreeVB = Nothing
End Sub
'-----------------------------------------------------------------------------
' Name: OneTimeSceneInit()
' Desc: Called during initial app startup, this function performs all the
' permanent initialization.
'-----------------------------------------------------------------------------
Sub OneTimeSceneInit()
Dim i As Long
Dim fTheta As Single, fRadius As Single, fWidth As Single, fHeight As Single
Dim r As Long, g As Long, b As Long, treecolor As Long
Rnd (1)
' Initialize the tree data
For i = 0 To NUM_TREES - 1
' Position the trees randomly
fTheta = 2 * g_pi * Rnd()
fRadius = 25 + 55 * Rnd()
m_Trees(i).vPos.x = fRadius * Sin(fTheta)
m_Trees(i).vPos.z = fRadius * Cos(fTheta)
m_Trees(i).vPos.y = HeightField(m_Trees(i).vPos.x, m_Trees(i).vPos.z)
' Size the trees randomly
fWidth = 1 + 0.2 * (Rnd() - Rnd())
fHeight = 1.4 + 0.4 * (Rnd() - Rnd())
' Each tree is a random color between red and green
r = (255 - 190) + CLng(190 * Rnd())
g = (255 - 190) + CLng(190 * Rnd())
b = 0
treecolor = &HFF000000 + r * 2 ^ 16 + g * 2 ^ 8 + b
m_Trees(i).v(0).p = vec3(-fWidth, 0 * fHeight, 0)
m_Trees(i).v(0).color = treecolor
m_Trees(i).v(0).tu = 0: m_Trees(i).v(0).tv = 1
m_Trees(i).v(1).p = vec3(-fWidth, 2 * fHeight, 0)
m_Trees(i).v(1).color = treecolor
m_Trees(i).v(1).tu = 0: m_Trees(i).v(1).tv = 0
m_Trees(i).v(2).p = vec3(fWidth, 0 * fHeight, 0)
m_Trees(i).v(2).color = treecolor
m_Trees(i).v(2).tu = 1: m_Trees(i).v(2).tv = 1
m_Trees(i).v(3).p = vec3(fWidth, 2 * fHeight, 0)
m_Trees(i).v(3).color = treecolor
m_Trees(i).v(3).tu = 1: m_Trees(i).v(3).tv = 0
' Size the trees randomly
m_Trees(i).iTreeTexture = CLng((NUMTREETEXTURES - 1) * Rnd())
m_Trees(i).iNext = i + 1
Next
m_Trees(NUM_TREES - 1).iNext = -1 'use -1 to indicate end of the list
End Sub
'-----------------------------------------------------------------------------
' Name: Sort
' Desc: Callback function for sorting trees in back-to-front order
'-----------------------------------------------------------------------------
Sub DoSort()
Dim i As Long
Dim dx As Single, dz As Single, dist As Single
'calculate the square of the distance to the eyept
'to best approximate sort order
'CONSIDER transforming the position into screen space and sorting on z/w
For i = 0 To NUM_TREES - 1
dx = m_Trees(i).vPos.x - m_vEyePt.x
dz = m_Trees(i).vPos.z - m_vEyePt.z
m_Trees(i).dist = dx * dx + dz * dz
Next
Dim iAtU As Long
Dim iPrevU As Long
Dim iNextU As Long
iAtU = m_iTreeHead
iPrevU = -1
iNextU = -1
m_iSortHead = -1
Dim z As Long
Dim q As Long
Do While iAtU <> -1
dist = m_Trees(iAtU).dist
iNextU = m_Trees(iAtU).iNext
InsertIntoList iAtU, dist
'advance to next item in Unsorted list
iPrevU = iAtU
iAtU = iNextU
Loop
m_iTreeHead = m_iSortHead
End Sub
Sub InsertIntoList(iNode As Long, dist2 As Single)
Dim iAtS As Long
Dim iPrevS As Long
iAtS = m_iSortHead
iPrevS = -1
'If Sorted list is empty add first node
If iAtS = -1 Then
m_iSortHead = iNode
m_Trees(iNode).iNext = -1
Exit Sub
End If
'see if we need to add at begining
If m_Trees(m_iSortHead).dist < dist2 Then
m_Trees(iNode).iNext = m_iSortHead
m_iSortHead = iNode
Exit Sub
End If
'we dont have an empty list
'we dont need to add to front of list
Do While iAtS <> -1
If m_Trees(iAtS).dist < dist2 Then
'add to sorted list
m_Trees(iNode).iNext = m_Trees(iPrevS).iNext
m_Trees(iPrevS).iNext = iNode
Exit Sub
End If
'advance to next item in sorted list
iPrevS = iAtS
iAtS = m_Trees(iAtS).iNext
Loop
'must go at end of list
m_Trees(iPrevS).iNext = iNode
m_Trees(iNode).iNext = -1
End Sub
'-----------------------------------------------------------------------------
' Name: FrameMove()
' Desc: Called once per frame, the call is the entry point for animating
' the scene.
'-----------------------------------------------------------------------------
Sub FrameMove()
m_fTime = DXUtil_Timer(TIMER_GETAPPTIME)
' Get the eye and lookat points from the camera's path
Dim vUpVec As D3DVECTOR, vEyePt As D3DVECTOR, vLookAtpt As D3DVECTOR
vUpVec = vec3(0, 1, 0)
vEyePt.x = 30 * Cos(0.8 * (m_fTime + 1))
vEyePt.z = 30 * Sin(0.8 * (m_fTime + 1))
vEyePt.y = 4 + HeightField(vEyePt.x, vEyePt.z)
vLookAtpt.x = 30 * Cos(0.8 * (m_fTime + 1.5))
vLookAtpt.z = 30 * Sin(0.8 * (m_fTime + 1.5))
vLookAtpt.y = vEyePt.y - 1
' Set the app view matrix for normal viewing
Dim matView As D3DMATRIX
D3DXMatrixLookAtLH matView, vEyePt, vLookAtpt, vUpVec
g_dev.SetTransform D3DTS_VIEW, matView
' Set up a rotation matrix to orient the billboard towards the camera.
Dim vDir As D3DVECTOR
D3DXVec3Subtract vDir, vLookAtpt, vEyePt
If (vDir.x > 0) Then
D3DXMatrixRotationY m_matBillboardMatrix, -Atn(vDir.z / vDir.x) + (g_pi / 2)
Else
D3DXMatrixRotationY m_matBillboardMatrix, -Atn(vDir.z / vDir.x) - (g_pi / 2)
End If
' Sort trees in back-to-front order
m_vEyePt = vEyePt
DoSort
End Sub
'-----------------------------------------------------------------------------
' Name: DrawTrees()
' Desc:
'-----------------------------------------------------------------------------
Sub DrawTrees()
Dim i As Long
' Set diffuse blending for alpha set in vertices.
g_dev.SetRenderState D3DRS_ALPHABLENDENABLE, 1 'TRUE
g_dev.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA
g_dev.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA
' Enable alpha testing (skips pixels with less than a certain alpha.)
If ((g_d3dCaps.AlphaCmpCaps And D3DPCMPCAPS_GREATEREQUAL) = D3DPCMPCAPS_GREATEREQUAL) Then
g_dev.SetRenderState D3DRS_ALPHATESTENABLE, 1 'TRUE
g_dev.SetRenderState D3DRS_ALPHAREF, &H8&
g_dev.SetRenderState D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL
End If
' Loop through and render all trees
'For i = 0 To NUM_TREES
i = m_iTreeHead
Do While i <> -1
' Set the tree texture
g_dev.SetTexture 0, m_TreeTextures(m_Trees(i).iTreeTexture)
' Translate the billboard into place
m_matBillboardMatrix.m41 = m_Trees(i).vPos.x
m_matBillboardMatrix.m42 = m_Trees(i).vPos.y
m_matBillboardMatrix.m43 = m_Trees(i).vPos.z
g_dev.SetTransform D3DTS_WORLD, m_matBillboardMatrix
' Copy tree mesh into vertexbuffer
Dim v As TREEVERTEX
D3DVertexBuffer8SetData m_TreeVB, 0, Len(v) * 4, 0, m_Trees(i).v(0)
' Render the billboards one at a time
' CONSIDER: putting this in larger vertex buffers sorted by texture
g_dev.SetStreamSource 0, m_TreeVB, Len(v)
g_dev.SetVertexShader D3DFVF_TREEVERTEX
g_dev.DrawPrimitive D3DPT_TRIANGLESTRIP, 0, 2
i = m_Trees(i).iNext
Loop
'Next
' Restore state
Dim matWorld As D3DMATRIX
D3DXMatrixIdentity matWorld
g_dev.SetTransform D3DTS_WORLD, matWorld
g_dev.SetRenderState D3DRS_ALPHATESTENABLE, 0 ' FALSE
g_dev.SetRenderState D3DRS_ALPHABLENDENABLE, 0 ' FALSE
End Sub
'-----------------------------------------------------------------------------
' 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.
'-----------------------------------------------------------------------------
Function Render() As Boolean
Dim matView As D3DMATRIX, matViewSave As D3DMATRIX, hr As Long
Render = False
'See what state the device is in.
hr = g_dev.TestCooperativeLevel
If hr = D3DERR_DEVICENOTRESET Then
On Error Resume Next
g_dev.Reset g_d3dpp
If (Err.Number = D3D_OK) Then
RestoreDeviceObjects
End If
On Error GoTo 0
ElseIf hr <> 0 Then
Exit Function 'dont bother rendering if we are not ready yet
End If
Render = True
' Clear the viewport
g_dev.Clear ByVal 0, ByVal 0, D3DCLEAR_ZBUFFER, &H0, 1, 0
' Begin the scene
g_dev.BeginScene
' Render the Skybox
' Center view matrix for skybox and disable zbuffer
g_dev.GetTransform D3DTS_VIEW, matViewSave
matView = matViewSave
matView.m41 = 0: matView.m42 = -0.3: matView.m43 = 0
g_dev.SetTransform D3DTS_VIEW, matView
g_dev.SetRenderState D3DRS_ZENABLE, 0 ' FALSE
' Render the skybox
m_SkyBox.Render g_dev
' Restore the render states
g_dev.SetTransform D3DTS_VIEW, matViewSave
g_dev.SetRenderState D3DRS_ZENABLE, 1 'TRUE
' Draw the terrain
m_Terrain.Render g_dev
' Draw the trees
DrawTrees
' End the scene.
g_dev.EndScene
End Function
'-----------------------------------------------------------------------------
' Name: InitDeviceObjects()
' Desc: This creates all device-dependant managed objects, such as managed
' textures and managed vertex buffers.
'-----------------------------------------------------------------------------
Sub InitDeviceObjects()
Dim i As Long
Dim v As TREEVERTEX
' Create the tree textures
For i = 0 To NUMTREETEXTURES - 1
Set m_TreeTextures(i) = g_d3dx.CreateTextureFromFileEx(g_dev, m_media + m_strTreeTextures(i), 256, 256, D3DX_DEFAULT, 0, D3DFMT_A1R5G5B5, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, &HFF000000, ByVal 0, ByVal 0)
Next
' Create a quad for rendering each tree
Set m_TreeVB = g_dev.CreateVertexBuffer(4 * Len(v), 0, D3DFVF_TREEVERTEX, D3DPOOL_MANAGED)
' Load the skybox
m_SkyBox.InitFromFile g_dev, m_media + "SkyBox2.x"
' Load the terrain
m_Terrain.InitFromFile g_dev, m_media + "SeaFloor.x"
' Add some "hilliness" to the terrain
Dim HillVB As Direct3DVertexBuffer8, NumHillVerts As Long
Dim HillVerts() As HILLVERTEX
Set HillVB = m_Terrain.mesh.GetVertexBuffer()
NumHillVerts = m_Terrain.mesh.GetNumVertices
ReDim HillVerts(NumHillVerts)
D3DVertexBuffer8GetData HillVB, 0, NumHillVerts * Len(HillVerts(0)), 0, HillVerts(0)
For i = 0 To NumHillVerts - 1
HillVerts(i).y = HeightField(HillVerts(i).x, HillVerts(i).z)
Next
D3DVertexBuffer8SetData HillVB, 0, NumHillVerts * Len(HillVerts(0)), 0, HillVerts(0)
End Sub
'-----------------------------------------------------------------------------
' Name: RestoreDeviceObjects()
' Desc: Restore device-memory objects and state after a device is created or
' resized.
'-----------------------------------------------------------------------------
Sub RestoreDeviceObjects()
' Restore the device objects for the meshes and fonts
m_Terrain.RestoreDeviceObjects g_dev
m_SkyBox.RestoreDeviceObjects g_dev
' Set the transform matrices (view and world are updated per frame)
Dim matProj As D3DMATRIX
D3DXMatrixPerspectiveFovLH matProj, g_pi / 4, Me.ScaleHeight / Me.ScaleWidth, 1, 100
g_dev.SetTransform D3DTS_PROJECTION, matProj
' Set up the default texture states
g_dev.SetTextureStageState 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1
g_dev.SetTextureStageState 0, D3DTSS_COLORARG1, D3DTA_TEXTURE
g_dev.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1
g_dev.SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE
g_dev.SetTextureStageState 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR
g_dev.SetTextureStageState 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR
g_dev.SetTextureStageState 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP
g_dev.SetTextureStageState 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP
g_dev.SetRenderState D3DRS_DITHERENABLE, 1 'TRUE
g_dev.SetRenderState D3DRS_ZENABLE, 1 'TRUE )
g_dev.SetRenderState D3DRS_LIGHTING, 0 'FALSE )
End Sub
'-----------------------------------------------------------------------------
' Name: InvalidateDeviceObjects()
' Desc: Called when the device-dependant objects are about to be lost.
'-----------------------------------------------------------------------------
Sub InvalidateDeviceObjects()
m_Terrain.InvalidateDeviceObjects
m_SkyBox.InvalidateDeviceObjects
End Sub
'-----------------------------------------------------------------------------
' Name: DeleteDeviceObjects()
' Desc: Called when the app is exitting, or the device is being changed,
' this function deletes any device dependant objects.
'-----------------------------------------------------------------------------
Sub DeleteDeviceObjects()
Dim i As Long
m_Terrain.Destroy
m_SkyBox.Destroy
For i = 0 To NUMTREETEXTURES - 1
Set m_TreeTextures(i) = Nothing
Next
m_bInit = False
End Sub
'-----------------------------------------------------------------------------
' Name: FinalCleanup()
' Desc: Called before the app exits, this function gives the app the chance
' to cleanup after itself.
'-----------------------------------------------------------------------------
Sub FinalCleanup()
Set m_Terrain = Nothing
Set m_SkyBox = Nothing
End Sub
'-----------------------------------------------------------------------------
' Name: VerifyDevice()
' Desc: Called during device intialization, this code checks the device
' for some minimum set of capabilities
'-----------------------------------------------------------------------------
Public Function VerifyDevice(usageflags As Long, format As CONST_D3DFORMAT) As Boolean
' This sample uses alpha textures and/or straight alpha. Make sure the
' device supports them
If ((g_d3dCaps.TextureCaps And D3DPTEXTURECAPS_ALPHAPALETTE) = D3DPTEXTURECAPS_ALPHAPALETTE) Then VerifyDevice = True
If ((g_d3dCaps.TextureCaps And D3DPTEXTURECAPS_ALPHA) = D3DPTEXTURECAPS_ALPHA) Then VerifyDevice = True
End Function