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>
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117
GameTools/Zallad3D SceneClass/Z3DTexture.h
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117
GameTools/Zallad3D SceneClass/Z3DTexture.h
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// Z3DTexture.h: interface for the Z3DTexture class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3DTEXTURE_H__DDBD9A61_EC01_11D4_AD2B_0000E8EB4C69__INCLUDED_)
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#define AFX_Z3DTEXTURE_H__DDBD9A61_EC01_11D4_AD2B_0000E8EB4C69__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "misc.h"
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#include "SimpleString.h"
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#include <d3d8.h>
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#include <d3dx8.h>
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#include <stdio.h>
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#include <dds.h>
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struct Z3DTextureCacheNode
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{
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long lWidth;
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long lHeight;
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long lMipCount;
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D3DFORMAT format;
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IDirect3DTexture8* pTexture;
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Z3DTextureCacheNode* pNext;
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};
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struct Z3DTexture
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{
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public:
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Z3DTexture()
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{
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m_pTexture = NULL;
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}
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~Z3DTexture();
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bool Create( int x, int y )
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{
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return SUCCEEDED( D3DXCreateTexture( ms_pDevice, x, y, 10, 0, D3DFMT_A1R5G5B5,
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D3DPOOL_DEFAULT, &m_pTexture ) );
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return true;
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}
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bool Load( const char* szFileName, UINT width = 0, UINT height = 0 );
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bool Save( const char* szFilename );
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bool Convert( const D3DFORMAT targetFormat );
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bool ReadDDSheader( const char* szFileName, DDS_HEADER* pHeader );
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bool LoadAllMipSurfaces(LPDIRECT3DBASETEXTURE8 ptex,long numMips, FILE *fp);
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bool IsEmpty()
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{
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return (NULL == m_pTexture);
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}
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void Flush()
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{
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SAFE_RELEASE( m_pTexture );
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}
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D3DFORMAT GetTextureFormat()
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{
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if( NULL == m_pTexture )
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{
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return D3DFMT_UNKNOWN;
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}
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D3DSURFACE_DESC sd;
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m_pTexture->GetLevelDesc( 0, &sd );
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return sd.Format;
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}
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operator IDirect3DTexture8* ()
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{
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return m_pTexture;
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}
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static bool _Init( IDirect3DDevice8* pDevice, const char* szPath, long level = 0, long lMaxCacheCount = 20 );
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static void _Close();
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static long _GetDetailLevel()
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{
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return ms_lDetailLevel;
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}
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static IDirect3DTexture8* _GetD3DTextureInterface( long lWidth, long lHeight, long lMipCount, D3DFORMAT fmt );
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static void _ReleaseD3DTextureInterface( IDirect3DTexture8* pTexture );
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char m_strName[256];
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protected:
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IDirect3DTexture8* m_pTexture;
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static IDirect3DDevice8* ms_pDevice;
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//static char* ms_szDataPath;
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static SimpleString ms_strDataPath;
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static long ms_lDetailLevel;
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// ij<><C4B3> <20><><EFBFBD><EFBFBD>Ʈ. SLL <20≯<EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> header, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> tail <20><><EFBFBD><EFBFBD> <20>Ͼ
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static long ms_lMaxCacheCount;
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static long ms_lCacheCount;
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static Z3DTextureCacheNode* ms_pCacheChainHeader;
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};
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#endif // !defined(AFX_Z3DTEXTURE_H__DDBD9A61_EC01_11D4_AD2B_0000E8EB4C69__INCLUDED_)
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