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 +1,75 @@
#ifndef _MONSTER_STRUCTURE_H_
#define _MONSTER_STRUCTURE_H_
#include "../CreatureStructure.h"
#pragma pack(8)
struct MonsterInfo
{
enum MaxNumber
{
MAX_MOTION_NUM = 4, // <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
MAX_ORIGINAL_ITEM_NUM = 2,
MAX_AWARD_KIND = 9,
MAX_NAME_LENGTH = 32,
MAX_MODELING_FLAG_LENGTH = 32
};
enum MonsterPattern
{
PATTERN_COMMON = 0,
PATTERN_WARRIOR, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PATTERN_DEFENDER, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PATTERN_MAGE, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PATTERN_ACOLYTE, // <20><><EFBFBD>ݶ<EFBFBD><DDB6><EFBFBD>Ʈ
PATTERN_BOSS, // <20><><EFBFBD><EFBFBD>
PATTERN_BG // <20><><EFBFBD><EFBFBD>(?)
};
enum HitBox
{
XPlus = 0, XMinus, YPlus, YMinus,
MAX_HITBOX_NUM = 4
};
enum Z3D_CHR_ACTION
{
Z3D_CA_WALK = 8, // <20>ȱ<EFBFBD>
Z3D_CA_RUN = 1, // <20>޸<EFBFBD><DEB8><EFBFBD>
Z3D_CA_CASTING = 50, // ij<><C4B3><EFBFBD><EFBFBD>
Z3D_CA_ATTACK = 51 // <20><><EFBFBD><EFBFBD>
};
MotionInfo m_MonsterMotions[MAX_MOTION_NUM]; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ൿ <20><><EFBFBD><EFBFBD> (<28>ȱ<EFBFBD>, <20>޸<EFBFBD><DEB8><EFBFBD>, <20><><EFBFBD><EFBFBD>, ij<><C4B3><EFBFBD><EFBFBD>)
char m_strName[MAX_NAME_LENGTH]; // <20≯<EFBFBD>
char m_strModelingFlag[MAX_MODELING_FLAG_LENGTH]; // <20>𵨸<EFBFBD> <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>
float m_fHitBox[MAX_HITBOX_NUM]; // Ÿ<>ݹڽ<DDB9>
unsigned long m_AwardItem[MAX_ORIGINAL_ITEM_NUM]; // <20><><EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD>
int m_nDropRate[MAX_AWARD_KIND]; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DWORD m_dwKID; // <20><><EFBFBD><EFBFBD> ID
float m_fSize; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DWORD m_dwRespawnTime; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<><C5B8>
float m_fAttackAngle; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
int m_nSkillPattern; // <20><>ų <20><><EFBFBD><EFBFBD>
int m_nSkillLevel; // <20><>ų <20><><EFBFBD><EFBFBD>
bool m_bStealth; // <20><><EFBFBD>ڽ<EFBFBD> Ÿ<><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool m_bFirstAttack; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool m_bReturnPosition; // Ÿ<><C5B8><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ڸ<EFBFBD><DAB8><EFBFBD> <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool m_bEscape; // <20>ڽ<EFBFBD><DABD><EFBFBD> HP<48><50> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>, <20><><EFBFBD><EFBFBD>ħ <20><><EFBFBD><EFBFBD>
MonsterInfo();
static MonsterPattern GetMonsterPattern(const char* szMonsterType);
};
#pragma pack()
#endif