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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#include "AmbienceStruct.h"
#include <list>
#include <vector>
//////////////////////////////////////////////////////////////////////////////
//
tString::tString()
: m_pString( NULL )
{
}
tString::tString( const char * szString )
{
m_pString = new char[ strlen( szString ) + 1 ];
strcpy( m_pString, szString );
}
tString::tString( const tString & rhs )
: m_pString( NULL )
{
this->operator=( rhs.m_pString );
}
tString::~tString()
{
delete m_pString;
}
tString & tString::operator=( const tString & rhs )
{
delete m_pString;
if( rhs.m_pString == NULL )
{
m_pString = NULL;
}
else
{
m_pString = new char[ strlen( rhs.m_pString ) + 1 ];
strcpy( m_pString, rhs.m_pString );
}
return *this;
}
unsigned int tString::size()
{
if( m_pString )
return strlen( m_pString );
else
return 0;
}
//////////////////////////////////////////////////////////////////////////////
//
SSoundAsset::SSoundAsset()
: m_eTrigger( T_IN_OUT )
, m_iSndBufIndex( -1 )
, m_b3DSound( true )
, m_Name( "<EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD>" )
, m_pWaveFileList( new WAVEFILELIST )
{}
SSoundAsset::SSoundAsset( const SSoundAsset & rhs )
: m_eTrigger( rhs.m_eTrigger )
, m_iSndBufIndex( rhs.m_iSndBufIndex )
, m_b3DSound( rhs.m_b3DSound )
, m_Name( rhs.m_Name )
, m_pWaveFileList( new WAVEFILELIST( *rhs.m_pWaveFileList ) )
{
}
SSoundAsset::~SSoundAsset()
{
delete m_pWaveFileList;
}
SSoundAsset & SSoundAsset::operator =( const SSoundAsset & rhs )
{
m_eTrigger = rhs.m_eTrigger;
m_iSndBufIndex = rhs.m_iSndBufIndex;
m_b3DSound = rhs.m_b3DSound;
m_Name = rhs.m_Name;
if( m_pWaveFileList )
*m_pWaveFileList = *rhs.m_pWaveFileList;
else
m_pWaveFileList = new WAVEFILELIST( *rhs.m_pWaveFileList );
return *this;
}
//////////////////////////////////////////////////////////////////////////////
//
SAmbience::SAmbience()
: m_SoundAssetID( 0 )
, m_fPosX( 0.0f )
, m_fPosY( 0.0f )
, m_fPosZ( 0.0f )
, m_fMinDistance( 0.0f )
, m_fMaxDistance( 0.0f )
, iSoundBufferIndex( -1 )
, lObjectSceneID( 0 )
{}
//////////////////////////////////////////////////////////////////////////////