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

View File

@@ -0,0 +1,32 @@
#include "stdafx.h"
#include "CharacterStructure.h"
CharacterStatus::CharacterStatus()
: m_nSTR(0), m_nDEX(0), m_nCON(0), m_nINT(0), m_nWIS(0)
{
}
CharacterStatus::CharacterStatus(CHAR_INFOST& characterDBData)
: m_nSTR(characterDBData.STR), m_nDEX(characterDBData.DEX), m_nCON(characterDBData.CON),
m_nINT(characterDBData.INT), m_nWIS(characterDBData.WIS)
{
}
void CharacterStatus::Init(CHAR_INFOST& characterDBData)
{
m_nSTR = characterDBData.STR;
m_nDEX = characterDBData.DEX;
m_nCON = characterDBData.CON;
m_nINT = characterDBData.INT;
m_nWIS = characterDBData.WIS;
}
CharacterFightInfo::CharacterFightInfo()
: m_pDuelOpponent(NULL), m_cResult(0)
{
}

View File

@@ -0,0 +1,89 @@
#ifndef _CHARACTER_STRUCTURE_H_
#define _CHARACTER_STRUCTURE_H_
#include "../CreatureStructure.h"
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
class CCharacter;
// ij<><C4B3><EFBFBD>Ϳ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ӽ<EFBFBD>
struct CharacterStatus
{
short m_nSTR; // ij<><C4B3><EFBFBD><EFBFBD> STR
short m_nDEX; // ij<><C4B3><EFBFBD><EFBFBD> DEX
short m_nCON; // ij<><C4B3><EFBFBD><EFBFBD> CON
short m_nINT; // ij<><C4B3><EFBFBD><EFBFBD> INT
short m_nWIS; // ij<><C4B3><EFBFBD><EFBFBD> WIS
CharacterStatus();
CharacterStatus(CHAR_INFOST& characterDBData);
void Init(CHAR_INFOST& characterDBData);
};
typedef CharacterStatus* LPCharacterStatus;
// -----------------------------------------------------------------------
// DB <20><><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20>о<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>. <20>߰<EFBFBD><DFB0>߰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> DB<44><42> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
// <20>ǵ<EFBFBD><C7B5><EFBFBD><EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD>߿<EFBFBD><DFBF><EFBFBD> <20>ǵ帮<C7B5><E5B8AE> <20>ʴ´<CAB4>. ( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> ... )
struct CharacterDBData
{
CHAR_INFOST m_Info; // <20>ܸ<EFBFBD>, <20≯<EFBFBD>, <20>ɷ<EFBFBD>ġ, hp,mp <20><> <20><20><><EFBFBD><EFBFBD>
CHAR_POS m_Pos; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ <20><><EFBFBD><EFBFBD> ( Respawn <20><><EFBFBD><EFBFBD> )
SKILL m_Skill;
QUICK m_Quick;
bool m_Admin;
};
typedef CharacterDBData* LPCharacterDBData;
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> IP<49><50> <20><><EFBFBD><EFBFBD>.
struct ConnectInfo
{
SOCKADDR_IN m_siAgentHost; // agent UDP address of host
SOCKADDR_IN m_siPrivateHost; // private UDP address of host
SOCKADDR_IN m_siPublicHost; // public UDP address of host
};
typedef ConnectInfo* LPConnectInfo;
// ij<><C4B3><EFBFBD>ͳ<EFBFBD><CDB3><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>)
struct CharacterFightInfo
{
enum _VictoryOrDefeat { DRAW = 0, WIN = 1, LOSE = 2, DEAD_TO_CHARACTER = 3 };
CCharacter* m_pDuelOpponent;
char m_cResult;
CharacterFightInfo();
};
typedef CharacterFightInfo* LPCharacterFightInfo;
// ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>͸<EFBFBD> <20><><EFBFBD><EFBFBD>
struct CharacterMasteryInfo
{
union {
struct {
unsigned short m_SwordMastery : 2;
unsigned short m_AxeMastery : 2;
unsigned short m_BluntMastery : 2;
unsigned short m_DaggerMastery : 2;
unsigned short m_CrushWeapon : 2;
unsigned short m_Blade : 2;
unsigned short m_ClawMastery : 2;
unsigned short m_Remainder : 2;
} MasteryKind;
unsigned short m_wMasteryInfo;
};
CharacterMasteryInfo() : m_wMasteryInfo(0) { }
CharacterMasteryInfo(unsigned short wMasteryInfo) : m_wMasteryInfo(wMasteryInfo) { }
};
typedef CharacterMasteryInfo* LPCharacterMasteryInfo;
#endif