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 _CITEM_MGR_H_
#define _CITEM_MGR_H_
#define g_ItemMgr Item::CItemMgr::GetInstance()
#include <Pattern/Singleton.h>
#include <vector>
#include "ItemStructure.h"
// ----------------------------------------------------------------------------
// class : CItemMgr ( must use in single thread )
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ<EFBFBD><C6AE> <20>ε<EFBFBD><CEB5>ϰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ѵ<EFBFBD>.
namespace Item
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
class CItem;
class CItemMgr : public CSingleton<CItemMgr>
{
public:
// <20><><EFBFBD>Ϸκ<CFB7><CEBA><EFBFBD> <20>а<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool LoadItemProtoType(const char* szFileName = 0);
bool LoadItemProtoTypeBinary(const char* szFileNameBinary = 0);
bool SaveItemProtoTypeBinary(const char* szFileNameBinary = 0, const char* szTrashFile = 0);
const Item::ItemInfo* GetItemInfo(unsigned short usProtoTypeID);
const Item::ItemInfo* GetItemInfoFromItemName(const char* szItemName);
const Item::ItemInfo* GetItemInfoFromEquipName(const char* szEquipName);
const char* GetEquipName(const unsigned short usItemProtoTypeID);
const unsigned short GetItemIDFromSkillID(const unsigned short usSkill_ID, const unsigned short unSkill_LockCount);
~CItemMgr();
private:
CItemMgr();
void DestoryItemInfo();
static const char* ms_szItemScriptFileName;
static CItemMgr ms_this;
size_t m_nItemNum;
Item::ItemInfo* m_ItemInfoArray;
};
}
#endif