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 +1,415 @@
// DlgEffect.cpp : implementation file
//
#include "stdafx.h"
#include "worldcreator.h"
#include "DlgEffect.h"
#include "MainFrm.h"
#include "WorldCreatorView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CDlgEffect dialog
CDlgEffect::CDlgEffect(CWnd* pParent /*=NULL*/)
: CDialog(CDlgEffect::IDD, pParent)
{
//{{AFX_DATA_INIT(CDlgEffect)
m_FadeIn = 0.0f;
m_FadeOut = 0.0f;
m_FadeInSpeed = 0.0f;
m_A1 = 0.0f;
m_A2 = 0.0f;
m_A3 = 0.0f;
m_A4 = 0.0f;
m_B1 = 0.0f;
m_B2 = 0.0f;
m_B3 = 0.0f;
m_B4 = 0.0f;
m_G1 = 0.0f;
m_G2 = 0.0f;
m_G3 = 0.0f;
m_G4 = 0.0f;
m_Gx = 0.0f;
m_Gy = 0.0f;
m_Gz = 0.0f;
m_ImX = 0.0f;
m_ImY = 0.0f;
m_ImZ = 0.0f;
m_R1 = 0.0f;
m_R2 = 0.0f;
m_R3 = 0.0f;
m_R4 = 0.0f;
m_Rad = 0.0f;
m_ParNum = 0;
m_Size = 0.0;
m_Center = 0.0;
m_switch = FALSE;
m_SwitchRad = 0.0;
m_Vot = 0.0;
m_Loop = FALSE;
m_Fix = FALSE;
m_RandAni = FALSE;
m_RandMax = 0.0;
m_RandMin = 0.0;
m_EffName = _T("");
m_BoidName = _T("");
m_BoidNum = 0;
m_BoidSpeed = 0.0f;
m_BoidRange = 0.0f;
m_WavePointNum = 0;
m_WaveLayerUpNum = 0;
m_WaveLayerDownNum = 0;
m_WaveSpeed = 0.0f;
m_WaveHigh = 0.0f;
m_BoidRange2 = 0.0f;
m_BoidRange3 = 0.0f;
m_BoidVot = 0.0f;
m_BoidAct = -1;
m_WaterHeight = 20;
m_WaterWHeight = 0.0f;
m_WaterQuadSize = 10.0f;
m_WaterChop = -8.0f;
m_WaterWWidth = 20;
m_BoidLimitHeight = 0.0f;
m_bObjectCulling = FALSE;
m_BoidKind = -1;
//}}AFX_DATA_INIT
}
void CDlgEffect::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDlgEffect)
DDX_Control(pDX, IDC_CHECK_EFFECTADD, m_CheckEffect);
DDX_Control(pDX, IDC_LIST_EFFECTMETHOD, m_Effect);
DDX_Text(pDX, IDC_FADEIN, m_FadeIn);
DDV_MinMaxFloat(pDX, m_FadeIn, 0.f, 1.f);
DDX_Text(pDX, IDC_FADEOUT, m_FadeOut);
DDX_Text(pDX, IDC_FADEINSPEED, m_FadeInSpeed);
DDX_Text(pDX, IDC_A1, m_A1);
DDX_Text(pDX, IDC_A2, m_A2);
DDX_Text(pDX, IDC_A3, m_A3);
DDX_Text(pDX, IDC_A4, m_A4);
DDX_Text(pDX, IDC_B1, m_B1);
DDX_Text(pDX, IDC_B2, m_B2);
DDX_Text(pDX, IDC_B3, m_B3);
DDX_Text(pDX, IDC_B4, m_B4);
DDX_Text(pDX, IDC_G1, m_G1);
DDX_Text(pDX, IDC_G2, m_G2);
DDX_Text(pDX, IDC_G3, m_G3);
DDX_Text(pDX, IDC_G4, m_G4);
DDX_Text(pDX, IDC_GX, m_Gx);
DDX_Text(pDX, IDC_GY, m_Gy);
DDX_Text(pDX, IDC_GZ, m_Gz);
DDX_Text(pDX, IDC_IMPRESSX, m_ImX);
DDX_Text(pDX, IDC_IMPRESSY, m_ImY);
DDX_Text(pDX, IDC_IMPRESSZ, m_ImZ);
DDX_Text(pDX, IDC_R1, m_R1);
DDX_Text(pDX, IDC_R2, m_R2);
DDX_Text(pDX, IDC_R3, m_R3);
DDX_Text(pDX, IDC_R4, m_R4);
DDX_Text(pDX, IDC_RAD, m_Rad);
DDX_Text(pDX, IDC_PARNUM, m_ParNum);
DDX_Text(pDX, IDC_PARSIZE, m_Size);
DDX_Text(pDX, IDC_CENTER, m_Center);
DDX_Check(pDX, IDC_SWITCH, m_switch);
DDX_Text(pDX, IDC_SWITCHRAD, m_SwitchRad);
DDX_Text(pDX, IDC_VOT, m_Vot);
DDX_Check(pDX, IDC_LOOP, m_Loop);
DDX_Check(pDX, IDC_FIX, m_Fix);
DDX_Check(pDX, IDC_RANDANI, m_RandAni);
DDX_Text(pDX, IDC_RANDMAX, m_RandMax);
DDX_Text(pDX, IDC_RANDMIN, m_RandMin);
DDX_Text(pDX, IDC_EFFNAME, m_EffName);
DDX_Text(pDX, IDC_BOIDNAME, m_BoidName);
DDX_Text(pDX, IDC_BOIDNUM, m_BoidNum);
DDX_Text(pDX, IDC_BOIDSPEED, m_BoidSpeed);
DDX_Text(pDX, IDC_BOIDRANGE, m_BoidRange);
DDX_Text(pDX, IDC_WAVENUM, m_WavePointNum);
DDX_Text(pDX, IDC_WAVEUP, m_WaveLayerUpNum);
DDX_Text(pDX, IDC_WAVEDOWN, m_WaveLayerDownNum);
DDX_Text(pDX, IDC_WAVESPEED, m_WaveSpeed);
DDX_Text(pDX, IDC_WAVEHIGH, m_WaveHigh);
DDX_Text(pDX, IDC_BOIDRANGE2, m_BoidRange2);
DDX_Text(pDX, IDC_BOIDRANGE3, m_BoidRange3);
DDX_Text(pDX, IDC_BOIDVOT, m_BoidVot);
DDX_Radio(pDX, IDC_RADIO1, m_BoidAct);
DDX_Text(pDX, IDC_WATERWHEIGHT, m_WaterHeight);
DDX_Text(pDX, IDC_WATERWDEFAULT, m_WaterWHeight);
DDX_Text(pDX, IDC_WATERQUADSIZE, m_WaterQuadSize);
DDX_Text(pDX, IDC_WATERCHOP, m_WaterChop);
DDX_Text(pDX, IDC_WATERWWIDTH, m_WaterWWidth);
DDX_Text(pDX, IDC_LIMITHEIGHT, m_BoidLimitHeight);
DDX_Check(pDX, IDC_MESHOBJECT, m_bObjectCulling);
DDX_Radio(pDX, IDC_RADIO3, m_BoidKind);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CDlgEffect, CDialog)
//{{AFX_MSG_MAP(CDlgEffect)
ON_LBN_DBLCLK(IDC_LIST_EFFECTMETHOD, OnDblclkListEffectmethod)
ON_BN_CLICKED(IDC_CHECK_EFFECTADD, OnCheckEffectadd)
ON_LBN_SELCHANGE(IDC_LIST_EFFECTMETHOD, OnSelchangeListEffectmethod)
ON_BN_CLICKED(IDC_EFFGET, OnEffget)
ON_BN_CLICKED(IDC_WAVECREAT, OnWavecreat)
ON_BN_CLICKED(IDC_WAVEPOINTCLICK, OnWavepointclick)
ON_BN_CLICKED(IDC_BUTTON1, OnButton1)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDlgEffect message handlers
BOOL CDlgEffect::OnInitDialog()
{
CDialog::OnInitDialog();
CString strEffectName;
strEffectName="Vol-Fog";
m_Effect.AddString(strEffectName);
strEffectName="Boid";
m_Effect.AddString(strEffectName);
strEffectName="Mesh-ani";
m_Effect.AddString(strEffectName);
strEffectName="<EFBFBD>ĵ<EFBFBD>";
m_Effect.AddString(strEffectName);
strEffectName="<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>";
m_Effect.AddString(strEffectName);
m_A1 = 255;
m_A2 = 255;
m_A3 = 255;
m_A4 = 255;
m_B1 = 255;
m_B2 = 255;
m_B3 = 255;
m_B4 = 255;
m_R1 = 255;
m_R2 = 255;
m_R3 = 255;
m_R4 = 255;
m_G1 = 255;
m_G2 = 255;
m_G3 = 255;
m_G4 = 255;
m_ImX = 1.0;
m_ImY = 0.0;
m_ImZ = 1.0;
m_Loop = true;
m_FadeIn = 1.0;
m_FadeOut = 0.0;
m_FadeInSpeed = 3.0;
m_ParNum = 10;
m_Size = 500;
m_Center = 1000;
m_BoidNum = 10;
m_BoidRange = 2000.0f;
m_BoidSpeed = 3.0f;
m_WaveLayerDownNum = 0;
m_WaveLayerUpNum = 0;
m_WavePointNum = 0;
m_WaveSpeed = 1.0f;
UpdateData(FALSE);
return TRUE;
}
void CDlgEffect::OnDblclkListEffectmethod()
{
long EffectKind = m_Effect.GetCurSel();
m_Select = EffectKind;
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
av->m_MouseInterface=100+m_Select;
// TODO: Add your control notification handler code here
}
void CDlgEffect::OnCheckEffectadd()
{
UpdateData(TRUE);
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
av->m_LandscapeEffectValue.m_A1 = m_A1 / 255.0f;
av->m_LandscapeEffectValue.m_A2 = m_A2 / 255.0f;
av->m_LandscapeEffectValue.m_A3 = m_A3 / 255.0f;
av->m_LandscapeEffectValue.m_A4 = m_A4 / 255.0f;
av->m_LandscapeEffectValue.m_B1 = m_B1 / 255.0f;
av->m_LandscapeEffectValue.m_B2 = m_B2 / 255.0f;
av->m_LandscapeEffectValue.m_B3 = m_B3 / 255.0f;
av->m_LandscapeEffectValue.m_B4 = m_B4 / 255.0f;
av->m_LandscapeEffectValue.m_R1 = m_R1 / 255.0f;
av->m_LandscapeEffectValue.m_R2 = m_R2 / 255.0f;
av->m_LandscapeEffectValue.m_R3 = m_R3 / 255.0f;
av->m_LandscapeEffectValue.m_R4 = m_R4 / 255.0f;
av->m_LandscapeEffectValue.m_G1 = m_G1 / 255.0f;
av->m_LandscapeEffectValue.m_G2 = m_G2 / 255.0f;
av->m_LandscapeEffectValue.m_G3 = m_G3 / 255.0f;
av->m_LandscapeEffectValue.m_G4 = m_G4 / 255.0f;
av->m_LandscapeEffectValue.m_Center = m_Center;
av->m_LandscapeEffectValue.m_Num = m_ParNum;
av->m_LandscapeEffectValue.m_FadeIn = m_FadeIn;
av->m_LandscapeEffectValue.m_FadeInSpeed = m_FadeInSpeed;
av->m_LandscapeEffectValue.m_FadeOut = m_FadeOut;
av->m_LandscapeEffectValue.m_Gx = m_Gx;
av->m_LandscapeEffectValue.m_Gy = m_Gy;
av->m_LandscapeEffectValue.m_Gz = m_Gz;
av->m_LandscapeEffectValue.m_ImX = m_ImX;
av->m_LandscapeEffectValue.m_ImY = m_ImY;
av->m_LandscapeEffectValue.m_ImZ = m_ImZ;
av->m_LandscapeEffectValue.m_Rad = m_Rad;
av->m_LandscapeEffectValue.m_Size = m_Size;
//<2F>޽<EFBFBD>
av->m_LandscapeEffectValue.m_switch = (m_switch) ? 1 : 0;
av->m_LandscapeEffectValue.m_switchRad = m_SwitchRad;
av->m_LandscapeEffectValue.m_Vot = m_Vot;
av->m_LandscapeEffectValue.m_loop = (m_Loop) ? 1 : 0;
av->m_LandscapeEffectValue.m_Fix = (m_Fix) ? 1 : 0;
av->m_LandscapeEffectValue.m_RandAni = (m_RandAni) ? 1 : 0;
av->m_LandscapeEffectValue.m_RandMax = m_RandMax;
av->m_LandscapeEffectValue.m_RandMin = m_RandMin;
av->m_LandscapeEffectValue.m_EffName = m_EffName;
av->m_LandscapeEffectValue.m_ObjectCulling = (m_bObjectCulling) ? 1 : 0;
// boid
av->m_LandscapeEffectValue.m_BoidNum = m_BoidNum;
av->m_LandscapeEffectValue.m_BoidRange = m_BoidRange;
av->m_LandscapeEffectValue.m_BoidRange2 = m_BoidRange2;
av->m_LandscapeEffectValue.m_BoidRange3 = m_BoidRange3;
av->m_LandscapeEffectValue.m_BoidLimitHeight = m_BoidLimitHeight;
av->m_LandscapeEffectValue.m_BoidKind = m_BoidKind;
av->m_LandscapeEffectValue.m_BoidSpeed = m_BoidSpeed;
av->m_LandscapeEffectValue.m_BoidVot = m_BoidVot;
av->m_LandscapeEffectValue.m_BoidName = m_BoidName;
av->m_LandscapeEffectValue.m_BoidAct = m_BoidAct;
// water space
av->m_LandscapeEffectValue.m_WaterHeight = m_WaterHeight;
av->m_LandscapeEffectValue.m_WaterWidth = m_WaterWWidth;
// limit height
av->m_LandscapeEffectValue.m_WaterWHeight = m_WaterWHeight;
av->m_LandscapeEffectValue.m_WaterWQuadSize = m_WaterQuadSize;
av->m_LandscapeEffectValue.m_WaterWChop = m_WaterChop;
/*
static int click = 0;
// TODO: Add your control notification handler code here
long EffectKind = m_Effect.GetCurSel();
if(click == 1) {
m_CheckEffect.SetCheck(0);
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
av->m_MouseInterface=-1;
}
else {
m_CheckEffect.SetCheck(1);
m_Select = EffectKind;
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
av->m_MouseInterface=70+m_Select;
}
click = m_CheckEffect.GetCheck();
*/
}
void CDlgEffect::OnSelchangeListEffectmethod()
{
// TODO: Add your control notification handler code here
long EffectKind = m_Effect.GetCurSel();
m_Select = EffectKind;
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
av->m_MouseInterface=100+m_Select;
}
void CDlgEffect::OnCancel()
{
// TODO: Add extra cleanup here
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
av->m_MouseInterface=-1;
CDialog::OnCancel();
}
void CDlgEffect::OnEffget()
{
// TODO: Add your control notification handler code here
CString strFilter = "Effect Files (*.eff)|*.eff|All Files (*.*)|*.*||";
CFileDialog filedia(TRUE,NULL,NULL,OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT,strFilter,this);
filedia.DoModal();
m_EffName=filedia.GetFileName();
UpdateData(false);
}
void CDlgEffect::OnWavecreat()
{
// TODO: Add your control notification handler code here
UpdateData(TRUE);
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
av->m_LandscapeEffectValue.m_UpLayerNum = m_WaveLayerUpNum;
av->m_LandscapeEffectValue.m_DownLayerNum = m_WaveLayerDownNum;
av->m_LandscapeEffectValue.m_WaveCreate = true;
}
void CDlgEffect::OnWavepointclick()
{
// TODO: Add your control notification handler code here
UpdateData(TRUE);
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
av->m_LandscapeEffectValue.m_WaveCreate = false;
av->m_LandscapeEffectValue.m_WavePointNum = 0;
av->m_LandscapeEffectValue.m_WaveHigh = m_WaveHigh;
}
void CDlgEffect::OnButton1()
{
// TODO: Add your control notification handler code here
UpdateData(TRUE);
char str[] = "GEM <20><><EFBFBD><EFBFBD>(*.Gem) |*.gem| <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(*.*)|*.*||";
CString strFilter = str;
CString t_name;
CFileDialog filedia(TRUE,NULL,NULL,OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT,strFilter,this);
filedia.DoModal();
m_BoidName = filedia.GetFileName();
UpdateData(FALSE);
}