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 _RYL_REBALANCE_LIB_REBALANCE_H_
#define _RYL_REBALANCE_LIB_REBALANCE_H_
#pragma once
#pragma warning(disable:4800)
#include <map>
#include <boost/pool/pool_alloc.hpp>
#include <RylDBLibrary/RylDBLibrary.h>
#include <Item/RebalanceConvert/RebalanceItem.h>
// forward decl.
class CSkillMgr;
namespace Item
{
// forward decl.
class CItemMgr;
}
namespace OldItem
{
// forward decl.
class CItemMgr;
}
namespace RebalanceLib
{
// forward decl.
class CItemChecker;
// Key <20><> UID Ȥ<><C8A4> CID
// Value <20><> <20><>ų <20><><EFBFBD><EFBFBD>
typedef std::map<unsigned long, SkillBookInfo, std::less<unsigned long>,
boost::fast_pool_allocator<std::pair<unsigned long, SkillBookInfo> > > SkillDataMap;
// Key <20><> UID Ȥ<><C8A4> CID
// Value <20><> <20>߰<EFBFBD><DFB0><EFBFBD> <20>ݾ<EFBFBD>
typedef std::map<unsigned long, unsigned long, std::less<unsigned long>,
boost::fast_pool_allocator<std::pair<unsigned long, unsigned long> > > GoldDataMap;
// <20><>ų <20>б<EFBFBD>
class CDBReadSkill : public IDBCharSkillProcess
{
public:
CDBReadSkill(SkillDataMap& CIDSkillDataMap, bool bClearSkill = false);
virtual ConvertResult operator()(RylDBCommand::CSkillData& charSkillData_InOut);
private:
SkillDataMap& m_CIDSkillDataMap;
bool m_bClearSkill;
};
// <20><><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> <20>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void LogRemainSkillBook(SkillDataMap& SkillDataMap, const char* szHeader);
// <20><><EFBFBD><EFBFBD> <20><> <20>α׷<CEB1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void LogRemainGold(GoldDataMap& GoldDataMap, const char* szHeader);
// <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD> <20><> ī<><C4AB><EFBFBD><EFBFBD> / <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class CDBItemConvert :
public IDBCharItemProcess,
public IDBCharItemExProcess,
public IDBStoreProcess
{
public:
// SkillDataMap<61><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
CDBItemConvert(
CDBItemSerialMgr& dbItemSerialMgr,
Item::CItemMgr& newItemMgr, OldItem::CItemMgr& oldItemMgr,
SkillDataMap* lpUIDSkillDataMap, SkillDataMap* lpCIDSkillDataMap,
bool bConvertRebalanceItem = true, bool bRenumberingItemUID = true);
virtual ConvertResult operator()(RylDBCommand::CCharItem& charItem_InOut);
virtual ConvertResult operator()(RylDBCommand::CCharItemEx& charItemEx_InOut);
virtual ConvertResult operator()(RylDBCommand::CUnifiedStore1& unifiedStore1_InOut);
virtual ConvertResult operator()(RylDBCommand::CUnifiedStore2& unifiedStore2_InOut);
// <20><><EFBFBD><EFBFBD><EFBFBD>̳ʸ<CCB3> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD>Ѵ<EFBFBD>.
bool ConvertData(unsigned long dwUID, unsigned long dwCID,
CItemChecker* lpItemChecker,
const char* szOriginalData, unsigned long dwOriginalSize,
char* szChangedData, unsigned long& dwChangedSize_InOut);
// 1/2<>ܰ<EFBFBD> <20><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD> <20>ش<EFBFBD>.
static void ChangeSkillBookToGold(SkillDataMap& skillDataMap, GoldDataMap& goldDataMap);
// 3/4<>ܰ<EFBFBD> <20><>ų<EFBFBD><C5B3><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>̳ʿ<CCB3> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
static void GiveSkillBook(unsigned long dwUID, unsigned long dwCID,
CDBItemSerialMgr& DBItemSerialMgr, SkillBookInfo& skillData,
CItemChecker& itemChecker, const char* szPosition,
char* szData_InOut, unsigned long& dwDataSize_InOut);
private:
CDBItemSerialMgr& m_DBItemSerialMgr;
Item::CItemMgr& m_newItemMgr;
OldItem::CItemMgr& m_oldItemMgr;
SkillDataMap* m_lpUIDSkillDataMap;
SkillDataMap* m_lpCIDSkillDataMap;
bool m_bConvertRebalanceItem;
bool m_bRenumberingItemUID;
};
// ij<><C4B3><EFBFBD>Ϳ<EFBFBD> <20><> <20>־<EFBFBD><D6BE>ֱ<EFBFBD>
class CDBAddCharGold : public IDBCharInfoProcess
{
public:
CDBAddCharGold(GoldDataMap& CIDGoldDataMap);
virtual ConvertResult operator()(RylDBCommand::CCharData& charData_InOut);
private:
GoldDataMap& m_CIDGoldDataMap;
};
// <20><><EFBFBD>ռ<EFBFBD><D5BC><EFBFBD> â<><C3A2><EFBFBD><EFBFBD> <20><> <20>־<EFBFBD><D6BE>ֱ<EFBFBD>
class CDBAddUnifiedStoreGold : public IDBStoreProcess
{
public:
CDBAddUnifiedStoreGold(GoldDataMap& UIDGoldDataMap);
virtual ConvertResult operator()(RylDBCommand::CUnifiedStore1& unifiedStore1_InOut);
virtual ConvertResult operator()(RylDBCommand::CUnifiedStore2& unifiedStore2_InOut);
private:
GoldDataMap& m_UIDGoldDataMap;
};
}
#endif