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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#ifndef __SNOWFALL_H__
#define __SNOWFALL_H__
#include <d3dx8.h>
#include <d3d8.h>
#include "texture.h"
#include "BaseDataDefine.h"
#define SDEFAULTNUM 100
#define SMAXSIZE 50.0 //snow Max size
#define SMINSIZE 1.0 // snow Min size
#define CSNOWRAND 5
#define D3DFVF_POINTVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
enum CSNOWAXIS {
CSNOWX,
CSNOWZ,
};
class CSnowFall{
public:
class CSnowUnit {
public:
D3DXVECTOR3 m_Pos;
float m_Size;
float m_HeightFieldHigh;
bool m_Life;
float m_Alpha;
float m_RGB[3];
float m_UnitAlpha;
DWORD m_Color;
CSnowUnit() {
m_Pos.x = m_Pos.y = m_Pos.z = 0.0f;
m_Size = SMINSIZE;
m_HeightFieldHigh = -1.0f;
m_Life = false;
m_Alpha = 1.0f;
m_UnitAlpha = 0.1f;
m_RGB[0] = m_RGB[1] = m_RGB[2] = 1.0f;
m_Color = D3DCOLOR_COLORVALUE(m_RGB[0],m_RGB[1],m_RGB[2],m_Alpha);
}
~CSnowUnit() {}
};
class CSnowVertex {
public:
D3DXVECTOR3 v;
D3DCOLOR color;
CSnowVertex() {
v.x = v.y = v.z = 0.0f;
color = D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f);
}
~CSnowVertex() {}
};
float m_Size[2];
float m_UnitSize[2];
float m_StartHeight;
int m_SnowNum;
D3DXVECTOR3 m_PlayerPos;
D3DXVECTOR3 m_Gravity;
D3DXVECTOR3 m_WindSpeed;
float m_Color[3];
LPDIRECT3DDEVICE8 m_Device;
LPDIRECT3DVERTEXBUFFER8 m_VBuffer;
CTexture *m_STexture;
CSnowUnit *m_Units;
bool m_bValueSet;
CSnowFall();
~CSnowFall();
void Init(LPDIRECT3DDEVICE8 device,int num,float x,float y,float z,float xsize,float zsize,float height);
void SetColor(float r,float g,float b);
void SetUnitInfo(int num);
void SetWorldValue(float gx,float gy,float gz,float wx,float wy,float wz,char *texture);
void SetDevice(LPDIRECT3DDEVICE8 device) { m_Device = device;}
void SetVertexBuffer();
void Render();
void Update(float x,float y,float z,float xsize,float zsize,float height);
DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
};
#endif