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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// Compiler.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include <iostream>
#include "../ScriptEngine.h"
using namespace std;
void ScriptMessage( const char * msg )
{
cout << "##" << msg << "##\n";
}
int main(int argc, char* argv[])
{
if( argv[1] != NULL )
{
_SE_SetMessageFunction( ScriptMessage );
SCRIPT Script;
Script = _SE_Create( argv[1] );
char szOutFile[1024];
strcpy( szOutFile, argv[1] );
char * p = strstr( szOutFile, ".gsf" );
if( p )
{
strcpy( p, ".mcf" );
_SE_Save( Script, szOutFile );
_SE_Destroy( Script );
cout << "**Congratulation**\n";
return 0;
}
_SE_Destroy( Script );
}
cout << "usage : ScriptTest [gsf filename]" << endl;
return 0;
}

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# Microsoft Developer Studio Project File - Name="Compiler" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=Compiler - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "Compiler.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "Compiler.mak" CFG="Compiler - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
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!MESSAGE "Compiler - Win32 Release" (based on "Win32 (x86) Console Application")
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# PROP Scc_LocalPath "."
CPP=cl.exe
RSC=rc.exe
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /c
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /c
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# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /GZ /c
# ADD BASE RSC /l 0x412 /d "_DEBUG"
# ADD RSC /l 0x412 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
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LINK32=link.exe
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
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# ADD CPP /Yc"stdafx.h"
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# End Source File
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// stdafx.cpp : source file that includes just the standard includes
// Compiler.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this file

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// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#if !defined(AFX_STDAFX_H__2CA46FAE_AF8D_405D_89AC_76B42401F8C7__INCLUDED_)
#define AFX_STDAFX_H__2CA46FAE_AF8D_405D_89AC_76B42401F8C7__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// TODO: reference additional headers your program requires here
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__2CA46FAE_AF8D_405D_89AC_76B42401F8C7__INCLUDED_)