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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// HouseObject.h: interface for the CHouseObject class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_HOUSEOBJECT_H__F85E679D_0A78_40BA_91F8_DABE3690E8F1__INCLUDED_)
#define AFX_HOUSEOBJECT_H__F85E679D_0A78_40BA_91F8_DABE3690E8F1__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "BaseDataDefine.h"
#include "MeshObject.h"
#include "MeshObjectContainer.h"
#include "OctreeScene.h"
#include "LightObjectScene.h"
#include "ObjectScene.h"
#include "InHouseObjectMap.h"
#include "BspScene.h"
#include "SectorLight.h"
#include "LoadedObj.h"
#include "ByteDataObj.h"
class CHouseObject
{
public:
void RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice);
static DWORD m_dwShadowMapVertexShader;
static DWORD m_dwShadowMapPixelShader;
static DWORD m_dwHouseDiffuseVertexShader;
static DWORD m_dwHouseDiffusePixelShader;
static DWORD m_dwHouseSpecularVertexShader;
static DWORD m_dwHouseSpecularPixelShader;
static LPDIRECT3DCUBETEXTURE8 m_pNormalizeCubeMap;
matrix RenderShadow(LPDIRECT3DDEVICE8 pd3dDevice);
COctreeScene *m_pOctree;
void GetPolygon();
void CalcBox(vector3 &MinBox,vector3 &MaxBox,int iSelect = 0);
List<CLightObjectScene*> m_LightList;
List<CObjectScene*> m_ObjectList;
void GenerateOctree();
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void GenerateLightmap(matrix matSet,matrix matHouseTM,int LightmapMode);
void GenerateNewLightmap(int ivalue,matrix matSet,matrix matHouseTM,CSectorLight *pLights,int iLights);
void GenerateCaldronLightmap(matrix matSet,matrix matHouseTM,CSectorLight *pLights,int iLights);
void GenerateCaldronPointLightmap(matrix matSet,matrix matHouseTM,CSectorLight *pLights,int iLights);
bool SettingNight(bool bNight);
CMeshObject *m_pInHouseObject;
CMeshObject *m_pMedHouseObject;
CMeshObject *m_pOutHouseObject;
CMeshObject *m_pLodHouseObject;
CBspScene *m_pBspObject;
CInHouseObjectMap *m_pInHouseMap;
CTexture m_Lightmap;
CTexture m_InLightmap;
CTexture m_Detailmap;
bool m_isHaveLightmap;
bool m_isHaveInLightmap;
CHouseObject();
virtual ~CHouseObject();
List<vector3*> m_pVertex;
List<long> m_nVertex;
List<WORD *> m_pIndices;
List<long> m_nIndices;
// Night <20><> <20><><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD>
bool m_bConvertNight;
bool m_bNightMap;
bool m_bNightUv;
bool m_bModulate2X;
// Night <20><> <20><><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>
List<void *> m_pBackupVertex;
List<void *> m_pBackupTmp;
CTexture m_BackupLightmap;
//========================
// Glare <20>׽<EFBFBD>Ʈ
//========================
void RenderBlack( LPDIRECT3DDEVICE8 pd3dDevice );
};
#endif // !defined(AFX_HOUSEOBJECT_H__F85E679D_0A78_40BA_91F8_DABE3690E8F1__INCLUDED_)