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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// SectorScene.h: interface for the CSectorScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SECTORSCENE_H__DB1905EF_7F19_458A_8EB7_725758651CB2__INCLUDED_)
#define AFX_SECTORSCENE_H__DB1905EF_7F19_458A_8EB7_725758651CB2__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SceneNode.h"
#include "MapStorage.h"
#include <VertexBuffer.h>
#include "MeshObjectContainer.h"
#include "SectorDefine.h"
#include "PerlinNoise.h"
#include "MapStorage.h"
#include "TriTreeNode.h"
#include "HouseObjectScene.h"
#include "TreeScene.h"
#include "WaterScene.h"
//#include "FallScene.h"
#include "GrassScene.h"
//#include "LayerFogScene.h"
#include "StateLog.h"
//#include "Z3DSound.h"
#include "X3DEffect.h"
#include "X3DEffectManager.h"
#include "ShadowVolume.h"
#include "boidscene2.h"
#include "SectorLight.h"
class CSectorScene : public CSceneNode
{
LPDIRECT3DBASETEXTURE8 m_MapTexture;
static DWORD m_dwObjectDiffuseVertexShader;
static DWORD m_dwObjectSpecularVertexShader;
static DWORD m_dwObjectDiffusePixelShader;
static DWORD m_dwObjectSpecularPixelShader;
static LPDIRECT3DCUBETEXTURE8 m_pNormalizeCubeMap;
public:
CMapStorage *m_pMapStorage;
void RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice);
List<int> m_ShadowPolyList;
static CRenderTexture m_pShadowTexture;//<2F>׸<EFBFBD><D7B8><EFBFBD>
void RenderObjectShadow(LPDIRECT3DDEVICE8 pd3dDevice);
void UnloadAllData();
void GetPickHousePoly(vector3 vecStart,vector3 vecEnd,List<vector3> &vecPolyList);
static color m_TerrainDetailFixColor;
void GenerateLandscapeEffect();
void RenderLandscapeEffect(LPDIRECT3DDEVICE8 pd3dDevice);
void UpdateLandscapeEffect();
void FullVertexROAMVertex();
CShadowVolume m_ShadowVolume;
void RenderTerrainSelfShadow(LPDIRECT3DDEVICE8 pd3dDevice);
void HouseAllLoad();
float GetHighPolyHeight(vector3 vecPos);
void GenerateTerrainLightmap(LPDIRECT3DDEVICE8 pd3dDevice,CSectorScene *NeighborSector[8]);
void GenerateTerrainMinimap(LPDIRECT3DDEVICE8 pd3dDevice,CSectorScene *NeighborSector[8]);
void FixedTerrainLightmap(LPDIRECT3DDEVICE8 pd3dDevice,CSectorScene *NeighborSector[8]);
void RenderDetail(LPDIRECT3DDEVICE8 pd3dDevice);
void GenerateObjectShadowed();
void GetHeightFieldRangePoly(vector3 vecPos,List<vector3> &vecPolyList,float fRange);
// void GenerateSound();
void AllObjectCalcLens();
void GenerateEffect();
void GenerateMustDivideVertex();
void RenderGrass(LPDIRECT3DDEVICE8 pd3dDevice);
void DynamicLoad();
void GetLight(vector3 vecPos,List<D3DLIGHT8> &LightList);
void GetLineIntersectPoly(vector3 vecStart,vector3 vecEnd,List<vector3> &vecPolyList);
void GetHeightFieldShadowPoly(vector3 vecPos,List<vector3> &vecPolyList);
void GetInHouseShadowPoly(vector3 vecPos,List<vector3> &vecPolyList,vector3 vecChrLightPos);
int m_ShadowUsed;
// Shadow Texture//
static CRenderTexture m_SwapShadowTexture;
static CRenderTexture m_ObjectShadowTexture;
static CRenderTexture m_SectorShadowTexture[9];
static CRenderTexture m_TerrainShadeTexture;
static char m_SectorShadowCollision[9][256*256];
//static CTexture m_CompleteShadowAndTerrainTexture[9];
static int m_UsedShadowTerrain[9];
//Cloud-Shadowed Texture//
static CTexture m_CloudShadow;
static float m_fCloudMove;
static CTexture m_LODGrassTexture;
CTexture *m_pLODGrassAlpha;
static CTexture *m_GrassRangeTexture;
//follow data for ROAM //
int m_RenderUsedVertex[SECTORSX*SECTORSY];
float m_fAvgHeight;
float m_HeightData[SECTORSX*SECTORSY];
LPDIRECT3DVERTEXBUFFER8 m_pROAMVertex;
LPDIRECT3DINDEXBUFFER8 m_pROAMIndices;
long m_UsedIndices,m_UsedVertex;
SectorVertex m_SectorVertex[SECTORSX*SECTORSY];
int m_VarianceLeft[1<<(VARIANCE_DEPTH)];
int m_VarianceRight[1<<(VARIANCE_DEPTH)];
int *m_CurrentVariance;
static TriTreeNode m_TriPool[POOL_SIZE];
SectorVertex *m_pDrawVertex;
WORD *m_pDrawIndices;
static long m_NextTriNode;
TriTreeNode m_BaseLeft;
TriTreeNode m_BaseRight;
//Following Function is used ROAM//
TriTreeNode * AllocateTri();
void ComputeVariance();
void Tessellate();
void PrepareRender();
void Reset();
void Split(TriTreeNode *tri);
void RecursRender(TriTreeNode *tri, int leftX, int leftY, int rightX, int rightY, int apexX, int apexY);
void RecursTessellate(TriTreeNode *tri,int leftx,int leftY,int rightX,int rightY,int apexX,int apexY,int node);
int RecursComputeVariance(int leftX,int leftY,float leftZ,int rightX,int rightY,float rightZ,int apexX,int apexY,float apexZ,int node);
//Editing data//
bool m_isEdit;
//Scene List //
List<CHouseObjectScene*> m_HouseObjectNode;
List<CObjectScene*> m_ObjectSceneNode;
CX3DEffectManager m_WorldEffectManager;
List<void*> m_LandscapeEffectNode;
List<int> m_LandscapeEffectNodeValue;
CTreeScene m_TreeObjectNode;
//CGrassScene m_GrassObjectNode;
static CWaterScene m_WaterScene;
// CFallScene m_FallScene;
// List<CZ3DSound*> m_SoundObjectNode;
//Scene MapStorage Pointer//
CSectorDungeonMap *m_MapDungeon;
CSectorHeightMap *m_MapHeight;
CSectorMeshMap *m_MapMash;
CSectorPlantMap *m_MapPlant;
CSectorWideMap *m_MapWide;
CSectorHouseMap *m_MapHouse;
CSectorWaterMap *m_MapWater;
CSectorFallMap *m_MapFall;
CSectorMeshMap *m_MapMesh;
CSectorMustDivideVertexMap *m_MapMustDivideVertex;
CSectorEffectMap *m_MapEffect;
CSectorLandscapeEffectMap *m_MapLandscapeEffect;
//boid cash
static CGemRender *m_Boid[3];
static bool m_bBoidMeshSet;
// Sector Light manager - wizardbug (03. 08. 04)
CSectorLightManager m_SectorLightManager;
// CSectorSoundMap *m_MapSound;
//Scene Generate Func//
void Generate(float fStartX,float fStartY);
void GenerateHouseObject();
void GenerateHouseObjectLastIn();
void GenerateWideMap();
void ReloadWideMap();
float GenerateHeight();
void GeneratePlant();
void GenerateObject();
void GenerateObjectLastIn();
void GenerateFall();
void GenerateWater();
void GenerateShadow(LPDIRECT3DDEVICE8 pd3dDevice);
void GenerateSectorLight();
void CalcNormal();
float GetHeight(vector3 vecPos);
//Terrain & Detail Texture, Terrain Texture Determin func//
static CTexture m_DetailTexture;
static CTexture m_TerrainTexture[12];
static CTexture m_NormalPlantTexture;
static CTexture m_LayerFogTexture;
void DeterminTerrainTexture(float fHeight,float fPosx,float fPosy);
//Scene & Terrain Rendering func//
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderEffect(bool bCull = true);
void RenderSectorLight();
void UpdateEffect(bool bCull = true);
void RenderNotCullHouseObject(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderHouseObject(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderEnvHouseObject(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderPlant(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderEnvPlant(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderObject(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderFall(LPDIRECT3DDEVICE8 pd3dDevice);
void RenderWater(LPDIRECT3DDEVICE8 pd3dDevice,bool bFlare);
void RenderBlackWater(LPDIRECT3DDEVICE8 pd3dDevice,bool bFlare);
//boid
void SetBoidMesh();
void DeleteBoidMesh();
void DeleteCullHouseIndex();
vector3 m_SectorPosition;
void Create(CMapStorage *pMapStorage);
CSectorScene();
virtual ~CSectorScene();
// night
void SettingNight(bool bNight);
bool m_bNight;
static CEffScript *m_pLightEsf;
int *m_pNotCullHouseIndex;
int m_iNotCullHouseIndex;
//====================================
// <20>۷<EFBFBD><DBB7><EFBFBD><EFBFBD>׽<EFBFBD>Ʈ<EFBFBD><C6AE>
//====================================
void RenderBlackTerrain( LPDIRECT3DDEVICE8 pDevice );
void RenderBlackDetail( LPDIRECT3DDEVICE8 pDevice );
void RenderBlackHouse( LPDIRECT3DDEVICE8 pd3dDevice );
void RenderBlackPlant( LPDIRECT3DDEVICE8 pd3dDevice );
LPDIRECT3DBASETEXTURE8 GetMapTexture() { return m_MapWide->m_WideMapTexture[0].GetTexture(); }
// Sector Lightmap
bool IntersectionTerrain(D3DXVECTOR3 vecPos,D3DXVECTOR3 vecSunPos,D3DXVECTOR3 vecSunDir,CSectorScene *NeighborSector[8]);
// sector, <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true
bool CheckRayCollisionHouse(const D3DXVECTOR3 &vecPos1,const D3DXVECTOR3 &vecPos2);
};
#endif // !defined(AFX_SECTORSCENE_H__DB1905EF_7F19_458A_8EB7_725758651CB2__INCLUDED_)