Restructure repository to include all source folders

Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 20:17:20 +09:00
parent 5d3cd64a25
commit dd97ddec92
11602 changed files with 1446576 additions and 0 deletions

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// X3DEffectMesh.h: interface for the CX3DEffectMesh class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTMESH_H__AE1D13FE_1406_41C3_B13A_98825BC9C07C__INCLUDED_)
#define AFX_X3DEFFECTMESH_H__AE1D13FE_1406_41C3_B13A_98825BC9C07C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "X3DEffectBase.h"
#include "CGemRender.h"
#include <vector>
//#include <map>
#define EFF_MAXCASH 60
using namespace std;
class _CashNode { // Mesh Cash List node class
public:
CGemRender *m_pMesh; // Mesh Data
int m_nUseCount; // <20><> <20><><EFBFBD><20>̿<EFBFBD><CCBF>ϴ<EFBFBD> effect<63><74> <20><><EFBFBD><EFBFBD>(0<><30> <20>Ǹ<EFBFBD> list <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
_CashNode() {
m_pMesh = NULL;
m_nUseCount = 0;
}
~_CashNode() {
if(m_pMesh != NULL) {
delete m_pMesh;
m_pMesh = NULL;
}
}
};
class CashNode {
public:
vector<_CashNode *> m_Cash;
int m_nCash;
CashNode() {
m_Cash.clear();
m_nCash = 0;
}
~CashNode() {
for(int i=0;i<m_Cash.size();i++) {
delete m_Cash[i];
m_Cash[i] = NULL;
}
m_Cash.clear();
m_nCash = 0;
}
};
//typedef vector<_CashNode *> CashNode;
//typedef std::map<char* ,CGemRender *> CashNode;
typedef struct _MeshObject
{
CKeyList<ColorKeyList> m_lstColor;
float m_fStartTexFrame;
float m_fTexFrame;
} MeshObject;
class CX3DEffectMesh : public CX3DEffectBase
{
protected:
bool m_bUpdateFrame;
char m_strMeshFile[MAX_PATH];
// CEffectMesh *Mesh;
CGemRender *m_GemRender;
float m_fRenderFrame; // Render <20>Ǿ<EFBFBD><C7BE><EFBFBD> <20><> Frame
static CashNode m_lstCash; // Mesh cash list
// static int m_nCash; // Mesh cash Num
int *m_GemObjectTexNum; // Gem Object Texture Num
DWORD *m_dwTick;
bool *m_bFirst;
public:
unsigned long m_dwObjectNum;
MeshObject *m_moMesh;
public:
CX3DEffectMesh();
virtual ~CX3DEffectMesh();
// Mesh Cash Func
CGemRender *LoadCash(char *strFilename); // Cash <20><><EFBFBD><EFBFBD> mesh load
void InputCash(CGemRender *); // Cash <20>ȿ<EFBFBD> mesh data input
void DeleteCash(); // Cash <20><><EFBFBD><EFBFBD> mesh Data delete
//static void DeleteAllCash(); // Cash <20><><EFBFBD><EFBFBD> delete
void SubUseCount(char *strFilename); // Cash <20><><EFBFBD><EFBFBD> ī<><C4AB><EFBFBD><EFBFBD> 1 <20><><EFBFBD><EFBFBD>
unsigned long GetMaxFrame(void) { return (unsigned long)m_GemRender->GetMaxFrame(); }
void SetSrcBlending(unsigned long dwSrcBlending)
{
m_dwSrcBlending = dwSrcBlending;
// Mesh->SetBlend(m_dwSrcBlending, m_dwDestBlending);
m_GemRender->SetSrcBlend(m_dwSrcBlending);
}
void SetDestBlending(unsigned long dwDestBlending)
{
m_dwDestBlending = dwDestBlending;
// Mesh->SetBlend(m_dwSrcBlending, m_dwDestBlending);
m_GemRender->SetDstBlend(m_dwDestBlending);
}
void SetTexFrame(unsigned long dwObjectNum, float fTexFrame)
{
m_moMesh[dwObjectNum].m_fTexFrame = fTexFrame;
// Mesh->SetTexAniFrame(dwObjectNum, fTexFrame);
m_GemRender->SetChangeAniFrame(dwObjectNum, fTexFrame);
}
float GetTexFrame(unsigned long dwObjectNum) { return m_moMesh[dwObjectNum].m_fTexFrame; }
void SetStartTexFrame(unsigned long dwObjectNum, float fStartTexFrame)
{
m_moMesh[dwObjectNum].m_fStartTexFrame = fStartTexFrame;
m_GemRender->SetStartTexAniFrame(dwObjectNum,fStartTexFrame);
// Mesh->SetStartTexAni(dwObjectNum, fStartTexFrame);
}
float GetStartTexFrame(unsigned long dwObjectNum) { return m_moMesh[dwObjectNum].m_fStartTexFrame; }
void SetObjectColor(unsigned long dwObjectNum)
{
// Mesh->SetPickColor(dwObjectNum, r, g, b, a);
// Mesh->SetPickNum(dwObjectNum);
m_GemRender->SetPickObject(dwObjectNum);
}
void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
BOOL CreateBuffer();
void Render(void);
BOOL Interpolation(float fFrame);
void LoadFile(char *file);
void Load(FILE *fp, const char *strOriginalPath = NULL);
void Save(FILE *fp, const char *strOriginalPath = NULL);
};
#endif // !defined(AFX_X3DEFFECTMESH_H__AE1D13FE_1406_41C3_B13A_98825BC9C07C__INCLUDED_)