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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#ifndef _DirectSound_H_
#define _DirectSound_H_
#include "SoundGlobal.h"
#include "STL.h"
/////////////////////////////////////////////////////////////////////////////////////////
// <09><><EFBFBD>̷<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ü
class CDirectSound
{
IDirectSound8 * m_pDSound;
IDirectSound3DListener * m_p3DListener;
bool m_bDSoundCreated;
typedef std::vector<ISoundObject*> SOUNDBUFFERLIST;
SOUNDBUFFERLIST * m_pSoundBufferList;
private:
CDirectSound( const CDirectSound & ); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD> <20><><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD>.
CDirectSound & operator=( const CDirectSound & );
protected:
IDirectSound3DListener * Get3DListenerInterface();
CDirectSound();
void SetPrimaryBufferFormat( DWORD, DWORD, DWORD );
public:
static CDirectSound & GetInstance();
~CDirectSound();
void Create( IDirectSound8 * );
void Create( HWND,
DWORD,
DWORD dwPrimaryChannels = 2,
DWORD dwPrimaryFreq = 22050,
DWORD dwPrimaryBitRate = 16 );
void Destroy();
void Enable3DSound(); //ó<><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Disable<6C><65> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetDoppler( D3DVALUE distance, D3DVALUE doppler );
void SetRolloff( D3DVALUE rolloff );
void Set3DOrientation( D3DVALUE xFront, D3DVALUE yFront, D3DVALUE zFront
, D3DVALUE xTop, D3DVALUE yTop, D3DVALUE zTop );
void SetVelocity( D3DVALUE x, D3DVALUE y, D3DVALUE z );
void SetPosition( D3DVALUE x, D3DVALUE y, D3DVALUE z );
void RegisterSoundBuffer( ISoundObject * ); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>۸<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ֱ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>.(<28>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD> <20>Ҵ<EFBFBD><D2B4>ƴ<EFBFBD> <20>޸𸮸<DEB8> <20><>ȯ<EFBFBD><C8AF>)
IDirectSound8 * GetDS() { return m_pDSound; }
};
/////////////////////////////////////////////////////////////////////////////////////////
#endif