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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// WorldCreatorView.h : interface of the CWorldCreatorView class
//
/////////////////////////////////////////////////////////////////////////////
#if !defined(AFX_WORLDCREATORVIEW_H__8F6FEF4D_C635_4108_AA17_8EC5F055F402__INCLUDED_)
#define AFX_WORLDCREATORVIEW_H__8F6FEF4D_C635_4108_AA17_8EC5F055F402__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "DlgStart.h"
#include <BaseGraphicsLayer.h>
#include <SceneManager.h>
#include "WorldCreatorDoc.h"
#include "DlgEditTerrain.h"
#include "DlgLightLoad.h"
#include "CharacterControl.h"
//#include "HangulFont.h"
#include <Sphere.h>
#include "DlgEditName.h"
class CWorldCreatorView : public CView
{
// CHangulFont m_Font;
protected: // create from serialization only
CWorldCreatorView();
DECLARE_DYNCREATE(CWorldCreatorView)
// Attributes
public:
char m_strModelName[256];
BaseGraphicsLayer m_BaseGraphicLayer;
CWorldCreatorDoc* GetDocument();
// Operations
public:
class LandscapeEffectValue{
public:
bool m_Fix;
//fog
float m_FadeIn;
float m_FadeOut;
float m_FadeInSpeed;
float m_A1;
float m_A2;
float m_A3;
float m_A4;
float m_B1;
float m_B2;
float m_B3;
float m_B4;
int m_Center;
int m_Num;
float m_G1;
float m_G2;
float m_G3;
float m_G4;
float m_Gx;
float m_Gy;
float m_Gz;
float m_ImX;
float m_ImY;
float m_ImZ;
float m_R1;
float m_R2;
float m_R3;
float m_R4;
float m_Rad;
int m_Size;
CString m_EffName;
// mesh
bool m_ObjectCulling;
float m_Vot;
bool m_switch;
float m_switchRad;
bool m_loop;
bool m_RandAni;
float m_RandMax;
float m_RandMin;
float m_Xrot;
float m_Yrot;
float m_Zrot;
float m_BoidRange;
float m_BoidRange2;
float m_BoidRange3;
float m_BoidLimitHeight;
int m_BoidAct;
int m_BoidKind;
float m_BoidSpeed;
float m_BoidVot;
int m_BoidNum;
int m_UpLayerNum;
int m_DownLayerNum;
int m_WavePointNum;
float m_WaveHigh;
bool m_WaveCreate;
CString m_BoidName;
int m_WaterHeight;
int m_WaterWidth;
// limit height
float m_WaterWHeight;
float m_WaterWQuadSize;
float m_WaterWChop;
} m_LandscapeEffectValue;
int m_nCameraViewMode;
bool m_bInfoShow;
bool m_bAmbSphereShow;
CSceneManager *m_SceneManager;
CCharacterControl m_ChrManager;
// Mouse...
int m_MouseInterface;
CPoint m_MousePos;
CPoint m_MouseMove;
BOOL m_MousePushLeft;
BOOL m_MousePushRight;
//
float m_fWeatherTimeAdder;
int m_SceneUpdateID;
bool m_bShowLightInfo;
CDlgLightLoad *m_pLightInfoDlg;
//Dialog
CDlgEditTerrain *m_dlgEditTerrain;
BOOL m_isShowEditTerrain;
BOOL m_isFirstRender;
bool m_bEditTerrain;
// RBSP
BOOL m_bSelectBsp;
CString m_strSelectBspScene;
int m_iBspTriggerValue; // Bsp <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ʈ<><C6AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
int m_iTriggerSet;
CSphere m_Sphere;
List<CSphere *> m_WaveP;
CDlgEditName *m_EditFixCameraEvent;
bool m_bCtrl;
bool m_bFirstDown;
int m_iBeforeMouseInterface;
//
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CWorldCreatorView)
public:
virtual void OnDraw(CDC* pDC); // overridden to draw this view
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
virtual void OnInitialUpdate();
virtual BOOL PreTranslateMessage(MSG* pMsg);
//}}AFX_VIRTUAL
// Implementation
public:
void CameraMouseMove(int dx,int dy);
BOOL m_clk_start;
CPoint m_PickPos;
CPoint m_pickmove;
vector3 m_PickEffect;
CString m_Select_Effect;
BOOL m_effect_drag;
void RenderAmbienceSpheres( int SectorX, int SectorY );
void RenderAllAmbiences();
void ReArrangeDlg(int dlgMode,BOOL isShow);
void DeleteAllData();
void ChangeMouseInterface(int MouseInterface);
void Render();
virtual ~CWorldCreatorView();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
protected:
// Generated message map functions
protected:
//{{AFX_MSG(CWorldCreatorView)
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
afx_msg void OnRButtonUp(UINT nFlags, CPoint point);
afx_msg void OnDestroy();
afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg BOOL OnMouseWheel(UINT nFlags, short zDelta, CPoint pt);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
#ifndef _DEBUG // debug version in WorldCreatorView.cpp
inline CWorldCreatorDoc* CWorldCreatorView::GetDocument()
{ return (CWorldCreatorDoc*)m_pDocument; }
#endif
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_WORLDCREATORVIEW_H__8F6FEF4D_C635_4108_AA17_8EC5F055F402__INCLUDED_)