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

View File

@@ -0,0 +1,163 @@
// EffectEditorView.h : interface of the CEffectEditorView class
//
/////////////////////////////////////////////////////////////////////////////
#if !defined(AFX_EFFECTEDITORVIEW_H__189D2A6E_DA39_453F_81A5_2D2C3523F799__INCLUDED_)
#define AFX_EFFECTEDITORVIEW_H__189D2A6E_DA39_453F_81A5_2D2C3523F799__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <d3d8.h>
#include <d3dx8.h>
#include "X3DEditEffect.h" // Added by ClassView
#include "Z3DGeneralChrModel.h"
struct LVERTEX
{
D3DXVECTOR3 position; // The position
D3DCOLOR color; // The color
float tu, tv; // The texture coordinates
};
//#define D3DFVF_LVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#define KeyPressed( key ) HIBYTE( GetAsyncKeyState( key ) )
class CEffectEditorView : public CView
{
protected: // create from serialization only
CEffectEditorView();
DECLARE_DYNCREATE(CEffectEditorView)
// Attributes
public:
CEffectEditorDoc* GetDocument();
LPDIRECT3DDEVICE8 m_lpD3DDevice;
unsigned long m_dwPickEffect;
unsigned long m_dwPreFrame;
// Operations
public:
unsigned char m_cBackBlue;
unsigned char m_cBackGreen;
unsigned char m_cBackRed;
CX3DEditEffect *m_lpEffect;
float m_fPlayFrame;
unsigned long m_dwOldTick, m_dwTick;
CZ3DGeneralChrModel* m_pChr;
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CEffectEditorView)
public:
virtual void OnDraw(CDC* pDC); // overridden to draw this view
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
virtual void OnInitialUpdate();
protected:
virtual void OnActivateView(BOOL bActivate, CView* pActivateView, CView* pDeactiveView);
//}}AFX_VIRTUAL
// Implementation
public:
char m_strWeaponSeet[MAX_PATH];
char m_strMotion[MAX_PATH];
float m_fRange;
float m_fYaw;
void MoveCamera(void);
void DrawGrid(void);
HRESULT InitGrid(void);
void SetupMatrices(void);
void Render(void);
virtual ~CEffectEditorView();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
protected:
// Generated message map functions
protected:
BOOL m_bCharVisible;
BOOL m_bActivite;
CPoint m_pointMouseMove;
BOOL m_bLButtonDown;
BOOL m_bRButtonDown;
LPDIRECT3D8 m_lpD3D;
LVertex m_lpGrid[6];
float m_fCameraX, m_fCameraY, m_fCameraZ;
float m_fCameraRotX, m_fCameraRotY, m_fCameraRotZ;
//{{AFX_MSG(CEffectEditorView)
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
afx_msg void OnRButtonUp(UINT nFlags, CPoint point);
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg void OnDestroy();
afx_msg void OnFileOpen();
afx_msg void OnFileSave();
afx_msg void OnEditRedo();
afx_msg void OnEditUndo();
afx_msg void OnFileNew();
afx_msg void OnCharVisible();
afx_msg void OnCharInvisible();
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnCharWait();
afx_msg void OnCharWalk();
afx_msg void OnCharAttack();
afx_msg void OnCharAttackAdvance();
afx_msg void OnCharAttackLeft();
afx_msg void OnCharAttackRetreat();
afx_msg void OnCharAttackRight();
afx_msg void OnCharAttacked();
afx_msg void OnCharBack();
afx_msg void OnCharBash();
afx_msg void OnCharCasting();
afx_msg void OnCharCripWeapon();
afx_msg void OnCharEnd();
afx_msg void OnCharFalldown();
afx_msg void OnCharGetUp();
afx_msg void OnCharLeft();
afx_msg void OnCharPutInWeapon();
afx_msg void OnCharRest();
afx_msg void OnCharRestoreHand();
afx_msg void OnCharRight();
afx_msg void OnCharRun();
afx_msg void OnCharSitDown();
afx_msg void OnCharStun();
afx_msg void OnCharTakeOutWeapon();
afx_msg void OnCharNormal();
afx_msg void OnCharBattle();
afx_msg void OnCharBlunt();
afx_msg void OnCharBow();
afx_msg void OnCharCrossbow();
afx_msg void OnCharDagger();
afx_msg void OnCharNoweaponb();
afx_msg void OnCharOnehand();
afx_msg void OnCharTwohand();
afx_msg void OnCharMCastBegin();
afx_msg void OnCharMCasting1();
afx_msg void OnCharMCasting2();
afx_msg void OnCharCastBegin();
afx_msg void OnCharCasting2();
afx_msg void OnCharBlow();
afx_msg void OnCharRoundSwing();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
#ifndef _DEBUG // debug version in EffectEditorView.cpp
inline CEffectEditorDoc* CEffectEditorView::GetDocument()
{ return (CEffectEditorDoc*)m_pDocument; }
#endif
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_EFFECTEDITORVIEW_H__189D2A6E_DA39_453F_81A5_2D2C3523F799__INCLUDED_)