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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// FallScene.cpp: implementation of the CFallScene class.
//
//////////////////////////////////////////////////////////////////////
#include "FallScene.h"
#include "SceneManager.h"
#include <BaseGraphicsLayer.h>
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CTexture CFallScene::m_WaterFallTexture;
CFallScene::CFallScene()
{
m_MapFall=NULL;
}
CFallScene::~CFallScene()
{
//m_pFallVertex->Release();
//m_pFallIndices->Release();
}
void CFallScene::Create()
{
for(int i=0;i<30;i++)
{
m_FallVertex[i].diff.c=0xffffffff;
m_FallVertex[i].spec.c=0x0;
}
CTexture::SetPath(NATURETEXTUREPATH);
//m_WaterFallTexture.Load("WaterFall.dds");
/*
CSceneManager::GetDevice()->CreateVertexBuffer(MAX_FALLPARTICLE*4*sizeof(TLVertex),
D3DUSAGE_WRITEONLY,TLVERTEXFVF,D3DPOOL_MANAGED,
&m_pFallVertex);
CSceneManager::GetDevice()->CreateIndexBuffer(MAX_FALLPARTICLE*6*sizeof(WORD),D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,D3DPOOL_MANAGED,&m_pFallIndices);
WORD *pIndices;
m_pFallIndices->Lock(0,MAX_FALLPARTICLE*6*sizeof(WORD),(BYTE**)&pIndices,0);
int i;
for(i=0;i<MAX_FALLPARTICLE;i++)
{
pIndices[i*6+0]=i*4+0;
pIndices[i*6+1]=i*4+1;
pIndices[i*6+2]=i*4+2;
pIndices[i*6+3]=i*4+1;
pIndices[i*6+4]=i*4+2;
pIndices[i*6+5]=i*4+3;
}
m_pFallIndices->Unlock();
for(i=0;i<MAX_FALLPARTICLE;i++)
{
m_fVelocity[i]=((rand()%100)+1)/200.0f;
m_vecDir[i].y=-(rand()%10)-1;
m_vecDir[i].x=0.0f;
m_vecDir[i].z=0.0f;
m_vecPos[i].x=(rand()%4000);
m_vecPos[i].z=0.0f;
m_vecPos[i].y=20000.0f;
m_Collition[i]=0;
}
CTexture::SetPath(NATURETEXTUREPATH);
m_FallPartTexture.Load("Flare2.dds");
*/
}
void CFallScene::Update()
{
/*
for(int i=0;i<MAX_FALLPARTICLE;i++)
{
//m_vecPos[i]+=(m_vecDir[i]*m_fVelocity[i]);
m_vecPos[i].y+=(m_vecDir[i].y*m_fVelocity[i]);
m_vecPos[i].x+=(m_vecDir[i].x*100.0f);
m_vecPos[i].z+=(m_vecDir[i].z*100.0f);
m_fVelocity[i]*=1.1f;
m_vecDir[i].y-=0.1f;
if(m_vecPos[i].y<13000.0f && m_Collition[i]==0)
{
//m_vecDir[i].x=-cosf(3.1415f/(4000.0f/m_vecPos[i].x));
//m_vecDir[i].z=sinf(3.1415f/(4000.0f/m_vecPos[i].x));
float fDivide=3.0f;
float fAngle=( (3.1415f/fDivide)) / (4000.0f/m_vecPos[i].x);
fAngle+=(3.1415f/fDivide);
m_vecDir[i].x=-cosf(fAngle);
m_vecDir[i].z=sinf(fAngle);
m_vecDir[i].y=6.0f;
m_Collition[i]=1;
m_fVelocity[i]=((rand()%100)+1)/200.0f;
}
if(m_vecPos[i].y<=0.0f && m_Collition[i]==1)
{
m_vecPos[i].x=(rand()%4000);
m_vecPos[i].z=rand()%10;
m_vecPos[i].y=20000.0f;
m_fVelocity[i]=((rand()%100)+1)/200.0f;
m_vecDir[i].y=-(rand()%10)-1;
m_vecDir[i].x=0.0f;
m_vecDir[i].z=0.0f;
m_Collition[i]=0;
}
}
//*/
}
void CFallScene::Render(LPDIRECT3DDEVICE8 pd3dDevice)
{
for(int i=0;i<m_MapFall->m_FallHeightList.num;i++)
{
m_FallVertex[i*2+0].tv-=0.1f;
m_FallVertex[i*2+1].tv-=0.1f;
}
pd3dDevice->SetTexture(0,m_WaterFallTexture.GetTexture());
pd3dDevice->SetTexture(1,NULL);
pd3dDevice->SetVertexShader(LVERTEXFVF);
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2*(m_MapFall->m_FallHeightList.num-1),
m_FallVertex,sizeof(LVertex));
/*
Update();
const float fParticleSize=20.0f;
vector3 m_vecRes;
float w;
TLVertex* v;
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE);
//pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
m_pFallVertex->Lock(NULL,NULL,(BYTE**)&v,NULL);
for(int i=0;i<MAX_FALLPARTICLE;i++)
{
BaseGraphicsLayer::TransformVector(m_vecPos[i],m_vecRes,w);
v[i*4+0].v=m_vecRes;
v[i*4+0].w=w;
v[i*4+0].Diffuse.c=0x220000ff;
v[i*4+0].Specular.c=0x0;
v[i*4+1].v=m_vecRes;
v[i*4+1].w=w;
v[i*4+1].Diffuse.c=0x220000ff;
v[i*4+1].Specular.c=0x0;
v[i*4+2].v=m_vecRes;
v[i*4+2].w=w;
v[i*4+2].Diffuse.c=0x220000ff;
v[i*4+2].Specular.c=0x0;
v[i*4+3].v=m_vecRes;
v[i*4+3].w=w;
v[i*4+3].Diffuse.c=0x220000ff;
v[i*4+3].Specular.c=0x0;
v[i*4+0].v.x-=fParticleSize;
v[i*4+0].v.y+=fParticleSize;
v[i*4+1].v.x-=fParticleSize;
v[i*4+1].v.y-=fParticleSize;
v[i*4+2].v.x+=fParticleSize;
v[i*4+2].v.y+=fParticleSize;
v[i*4+3].v.x+=fParticleSize;
v[i*4+3].v.y-=fParticleSize;
v[i*4+0].tu=0.0f;
v[i*4+0].tv=1.0f;
v[i*4+1].tu=0.0f;
v[i*4+1].tv=0.0f;
v[i*4+2].tu=1.0f;
v[i*4+2].tv=1.0f;
v[i*4+3].tu=1.0f;
v[i*4+3].tv=0.0f;
}
m_pFallVertex->Unlock();
pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
pd3dDevice->SetVertexShader(TLVERTEXFVF);
pd3dDevice->SetStreamSource(0,m_pFallVertex,sizeof(TLVertex));
pd3dDevice->SetIndices(m_pFallIndices,0);
pd3dDevice->SetTexture(0,m_FallPartTexture.GetTexture());
pd3dDevice->SetTexture(1,NULL);
pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,MAX_FALLPARTICLE*4,0,MAX_FALLPARTICLE*2);
pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
//pd3dDevice->DrawPrimitive(D3D,0,4*MAX_FALLPARTICLE);
*/
}
void CFallScene::MakeFallScene(CSectorFallMap *MapFall)
{
m_MapFall=MapFall;
float fInterHeight;
for(int i=0;i<MapFall->m_FallHeightList.num;i++)
{
m_FallVertex[i*2+0].diff=MapFall->m_FallColor[i];
m_FallVertex[i*2+1].diff=MapFall->m_FallColor[i];
if(i!=0)
{
fInterHeight=abs(MapFall->m_FallHeightList[i]-MapFall->m_FallHeightList[i-1]);
m_FallVertex[i*2+0].tv=m_FallVertex[(i-1)*2+0].tv+fInterHeight/3000.0f;
m_FallVertex[i*2+1].tv=m_FallVertex[(i-1)*2+1].tv+fInterHeight/3000.0f;
}
else
{
m_FallVertex[i*2+0].tv=0.0f;
m_FallVertex[i*2+1].tv=0.0f;
}
m_FallVertex[i*2+0].v.x=MapFall->m_FallAddXList[i];
m_FallVertex[i*2+0].v.z=MapFall->m_FallLeftList[i];
m_FallVertex[i*2+0].v.y=MapFall->m_FallHeightList[i];
m_FallVertex[i*2+0].tu=0.0f;
m_FallVertex[i*2+1].v.x=MapFall->m_FallAddXList[i];
m_FallVertex[i*2+1].v.z=MapFall->m_FallRightList[i];
m_FallVertex[i*2+1].v.y=MapFall->m_FallHeightList[i];
m_FallVertex[i*2+1].tu=1.0f;
}
}