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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// PageSectorMesh.cpp : implementation file
//
#include "stdafx.h"
#include "worldcreator.h"
#include "PageSectorMesh.h"
#include "SceneManager.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CPageSectorMesh property page
IMPLEMENT_DYNCREATE(CPageSectorMesh, CPropertyPage)
CPageSectorMesh::CPageSectorMesh() : CPropertyPage(CPageSectorMesh::IDD)
{
//{{AFX_DATA_INIT(CPageSectorMesh)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
CPageSectorMesh::~CPageSectorMesh()
{
}
void CPageSectorMesh::DoDataExchange(CDataExchange* pDX)
{
CPropertyPage::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CPageSectorMesh)
DDX_Control(pDX, IDC_LIST_SECTORMESH, m_R3SInfoList);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CPageSectorMesh, CPropertyPage)
//{{AFX_MSG_MAP(CPageSectorMesh)
ON_BN_CLICKED(IDC_BUTTON_VIEWTEXTURE, OnButtonViewtexture)
ON_BN_CLICKED(IDC_BUTTON_TEXTURECOPY, OnButtonTexturecopy)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CPageSectorMesh message handlers
BOOL CPageSectorMesh::OnInitDialog()
{
CPropertyPage::OnInitDialog();
// TODO: Add extra initialization here
DWORD dwStyle;
dwStyle=m_R3SInfoList.SendMessage(LVM_GETEXTENDEDLISTVIEWSTYLE, 0 ,0);
dwStyle |= LVS_EX_FULLROWSELECT|LVS_EX_GRIDLINES ;
m_R3SInfoList.SendMessage( LVM_SETEXTENDEDLISTVIEWSTYLE, 0,dwStyle );
m_R3SInfoList.InsertColumn(0,"R3S<EFBFBD≯<EFBFBD>",LVCFMT_LEFT,140);
m_R3SInfoList.InsertColumn(1,"Texture<EFBFBD≯<EFBFBD>",LVCFMT_LEFT,300);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void CPageSectorMesh::OnButtonViewtexture()
{
// TODO: Add your control notification handler code here
m_R3SInfoList.DeleteAllItems();
m_nCount=0;
if(CSceneManager::m_PickHouseScene && CSceneManager::m_PickObjectScene==NULL)
{
if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pOutHouseObject)
ListMeshTexturePrint(CSceneManager::m_PickHouseScene->m_HouseObject->m_pOutHouseObject);
if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pMedHouseObject)
ListMeshTexturePrint(CSceneManager::m_PickHouseScene->m_HouseObject->m_pMedHouseObject);
if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pInHouseObject)
ListMeshTexturePrint(CSceneManager::m_PickHouseScene->m_HouseObject->m_pInHouseObject);
if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pLodHouseObject)
ListMeshTexturePrint(CSceneManager::m_PickHouseScene->m_HouseObject->m_pLodHouseObject);
}
else if(CSceneManager::m_PickObjectScene)
{
ListMeshTexturePrint(CSceneManager::m_PickObjectScene->m_pObject);
}
}
void CPageSectorMesh::ListMeshTexturePrint(CMeshObject *pMesh)
{
for(int i=0;i<pMesh->m_pMat.num;i++)
{
m_R3SInfoList.InsertItem(m_nCount,pMesh->m_strMeshName);
m_R3SInfoList.SetItemText(m_nCount,1,pMesh->m_pMat[i]->m_strName);
m_nCount++;
}
}
void CPageSectorMesh::OnButtonTexturecopy()
{
// TODO: Add your control notification handler code here
if(CSceneManager::m_PickHouseScene && CSceneManager::m_PickObjectScene==NULL)
{
if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pOutHouseObject)
CopyTextureFile(CSceneManager::m_PickHouseScene->m_HouseObject->m_pOutHouseObject);
if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pMedHouseObject)
CopyTextureFile(CSceneManager::m_PickHouseScene->m_HouseObject->m_pMedHouseObject);
if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pInHouseObject)
CopyTextureFile(CSceneManager::m_PickHouseScene->m_HouseObject->m_pInHouseObject);
if(CSceneManager::m_PickHouseScene->m_HouseObject->m_pLodHouseObject)
CopyTextureFile(CSceneManager::m_PickHouseScene->m_HouseObject->m_pLodHouseObject);
}
else if(CSceneManager::m_PickObjectScene)
{
CopyTextureFile(CSceneManager::m_PickObjectScene->m_pObject);
}
}
void CPageSectorMesh::CopyTextureFile(CMeshObject *pMesh)
{
CString strFileSrc,strFileTar;
char strTextureName[256];
for(int i=0;i<pMesh->m_pMat.num;i++)
{
strcpy(strTextureName,pMesh->m_pMat[i]->m_strName);
int lens=strlen(strTextureName);
strTextureName[lens-1]='s';
strTextureName[lens-2]='d';
strTextureName[lens-3]='d';
strFileSrc.Format("%s\\%s",OBJECTTEXTUREPATH,strTextureName);
strFileTar.Format("c:\\TextureTest\\%s",strTextureName);
CopyFile(strFileSrc,strFileTar,FALSE);
}
}