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 __CWAVELINE_H__
#define __CWAVELINE_H__
#include <vector>
#include "texture.h"
#include "BaseDataDefine.h"
#include <d3dx8.h>
#include <d3d8.h>
using namespace std;
#define WAVENUM 25
#define BACKWAVE 3
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ΰ<EFBFBD> backwave<76><65> <20>Ÿ<EFBFBD>
#define WAVEBACKLENGTH 90.0f
#define WAVEFWDLENGTH -1800.0f
#define WAVEUNITVOT 0.2f
#define WAVEVECLENGTH 1000.0f
#define WAVETERMFRAME 300
#define WAVESHAKE 15.0f;
// plane texture <20>ݺ<EFBFBD> <20>Ÿ<EFBFBD>
#define PLANEWRAP 250000.0f
// <20>ĵ<EFBFBD> <20><>ü<EFBFBD><C3BC> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD> <20><><EFBFBD>İ<EFBFBD><C4B0><EFBFBD> <20><><EFBFBD><EFBFBD>..
#define WAVESLIP 12
enum WaveType {
WAVEFWDMOVE,
WAVEBACKMOVE,
WAVEPLANE,
WAVEPLANE2,
};
class CWaveLine {
class CWaveVertex{
public:
float x,y,z;
DWORD color;
float s,t;
CWaveVertex() {
x = y = z = 0.0f;
color = D3DCOLOR_ARGB(255,255,255,255);
s = t = 0.0f;
}
~CWaveVertex() {}
};
class CWavePoint{
public:
int m_WaveValue;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
D3DXVECTOR3 m_Pos;
// speed
float m_Speed;
// <20><><EFBFBD>ӵ<EFBFBD>
float m_Aspeed;
// forward vector [ <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5>Ÿ<EFBFBD> = FwdVec * Speed]
D3DXVECTOR3 m_FwdVec;
// alpha
float m_Alpha;
// alpha <20><><EFBFBD><EFBFBD>ġ
float m_UnitAlpha;
// <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ <20>ε<EFBFBD><CEB5><EFBFBD>
int m_PointIndex;
bool m_lie;
CWavePoint() {
m_WaveValue = WAVEFWDMOVE;
m_lie = false;
m_Pos.x = m_Pos.y = m_Pos.z = 0.0f;
m_Speed = 1.0f;
m_Aspeed = 0.01f;
m_FwdVec.x = m_FwdVec.y = m_FwdVec.z = 0.0f;
m_Alpha = 0.0f;
m_UnitAlpha = 0.0f;
m_PointIndex = -1;
}
~CWavePoint() {
}
};
public:
// up vector
D3DXVECTOR3 m_Normal;
// quad point list
vector<CWavePoint> m_WaveList;
CWavePoint *m_BackupList;
vector<CWaveVertex *> m_WaveLayer;
vector<CWaveVertex *> m_WaveBubble;
// quad line point
int m_PointNum;
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> point list
vector<CWavePoint *>m_Wave;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> point number
int m_WaveNum;
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
float m_UnitInterpol;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <20>󸶳<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
D3DXVECTOR3 m_ShakeValue;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ø<EFBFBD><C3B8><EFBFBD> <20>Ҷ<EFBFBD> <20>̿<EFBFBD><CCBF>Ǵ<EFBFBD> <20><>
D3DXVECTOR3 m_WaveCenter;
int m_DownLayerNum;
int m_UpLayerNum;
// quad strip Number
int m_LayerNum;
// quad <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><> <20><><EFBFBD><EFBFBD> length)
int m_Length;
// quad strip <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
int m_CreateFrame;
LPDIRECT3DVERTEXBUFFER8 *m_Vert;
LPDIRECT3DVERTEXBUFFER8 *m_Bubble;
LPDIRECT3DDEVICE8 m_Device;
CTexture *m_WaveTex;
int m_WaveTexNum;
bool m_Pick;
unsigned long m_BeforeTime;
unsigned long m_CurrentTime;
int tcount;
int kcount;
float t_value1;
float t_value2;
float t_value3;
CWaveLine();
CWaveLine(LPDIRECT3DDEVICE8 );
~CWaveLine();
void Render();
void Update();
//Insert Point
void InsertPoint(D3DXVECTOR3 );
void InsertPoint(float x,float y,float z);
//Delete
void DeletePoint(D3DXVECTOR3 );
void DeletePoint(float x,float y,float z);
void SetDownLayerNum(int num) {m_DownLayerNum = num;}
void SetUpLayerNum(int num) {m_UpLayerNum = num;}
void SetDevice(LPDIRECT3DDEVICE8 de) {m_Device = de; }
void SetInterpol(float vot);
void CreateTexture(int num);
void SetTexture(int num,char *);
void SetVertexBuffer(int i,int type);
void SetBubbleBuffer(int i,int type);
//<2F><><EFBFBD><EFBFBD> vertex list <20><><EFBFBD><EFBFBD>
void StoreList();
//list <20>ǵ<EFBFBD><C7B5><EFBFBD>
void LoadList();
void SetNormal(float x,float y,float z) { m_Normal.x = x;m_Normal.y = y;m_Normal.z = z; }
void SetNormal(D3DXVECTOR3 n) { m_Normal = n;}
void SetCreateFrame(int cf) {m_CreateFrame = cf;}
void SetLayerNum(int lnum) { m_LayerNum = lnum;}
void SetQuadLength(float l) { m_Length = l;}
void SetPick(bool b) {m_Pick = b;}
//wave other info setting
void SetWavePointSetting(CWavePoint *pt);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void CreateInterpolation(int index,int type);
void CreateVertexBuffer();
void ResetLayer(int index,int type);
// true <20≯<EFBFBD> <20>þ<C3BE><EEB3AA> <20><><EFBFBD><EFBFBD> false <20≯<EFBFBD> <20>ƹ<EFBFBD> <20><>ȭ <20><><EFBFBD><EFBFBD>
bool Test_Vector(CWavePoint ,int type);
void MoveVertex(CWavePoint *);
};
#endif