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_DBAGENT_CASTLE_DB_H_
#define _RYL_DBAGENT_CASTLE_DB_H_
#pragma once
#include <map>
#include <Castle/CastleConstants.h>
#include <Creature/CreatureStructure.h>
#include <Network/Packet/PacketStruct/CastlePacket.h>
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
class CSiegeObjectDB;
class CDBComponent;
namespace Castle
{
class CCastleDB
{
public:
~CCastleDB();
// Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
typedef std::map<unsigned short, unsigned short> MineralInfoMap; // <wMineralID, wAmount>
typedef std::map<unsigned long, CSiegeObjectDB*> CastleObjectMap; // <ObjectCID, lpCastleObject>
bool ChangeCastleMaster(unsigned char cNation); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void LoseOwnership(); // <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߸<EFBFBD>ȭ
void CloseCastleGate(); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ݴ´<DDB4>.
void OpenCastleGate(); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. (<28>μ<EFBFBD><CEBC><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
void ChangeCastleObjectNation(unsigned char cNation); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void DestroyAllCastleArms(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> NPC <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
bool InsertCastleObject(CSiegeObjectDB* lpCastleObject); // <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20>߰<EFBFBD>
bool DeleteCastleObject(unsigned long dwCID); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool DeleteCastleObject(CSiegeObjectDB* lpCastleObject); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
CSiegeObjectDB* GetCastleEmblem();
CSiegeObjectDB* GetCastleGate();
CSiegeObjectDB* GetCastleObject(unsigned long dwCastleObjectID);
void CheckEnableSiege(bool bIsSiegeTime);
// <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ŵ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void UpdateSiegeCount();
void SetTax(unsigned char cType, unsigned char cTax); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void TakeTaxMoney(unsigned char cType, unsigned long dwTakeTaxMoney); // <20><><EFBFBD><EFBFBD> ȸ<><C8B8>
bool GainMineral(unsigned short wMineralID, unsigned short wAmount); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ȸ<><C8B8>
bool SetTempTaxMoney(unsigned long* dwTempTaxMoney, unsigned long* dwTaxMoney); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA><EFBFBD> <20>ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
bool SetMineralInfo(unsigned char cMineralType, unsigned char cNum, CastleMineral* lpMineralInfo); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
bool InsertMineralInfo(unsigned char cMineralType, const CastleMineral& mineralInfo); // Mineral <20>߰<EFBFBD>
void SetRight(CastleRight castleRight); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void SetUpgradeItemInfo(unsigned short wItemID, unsigned char cItemNum);
bool SetTaxInfo(const CastleTaxInfoDB& taxInfo); // DB <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD><EFBFBD><EFBFBD> Tax <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool SetMineralInfo(const CastleMineralInfoDB& mineralInfo); // DB <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD><EFBFBD><EFBFBD> Mineral <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
unsigned long GetCastleID() const { return m_dwCastleID; }
unsigned long GetNation() const { return m_cNation; }
unsigned char GetZone() const { return m_cZone; }
unsigned char GetChannel() const { return m_cChannel; }
unsigned char GetTax(unsigned char cType) const { return m_CastleTax[cType].m_cTax; }
unsigned long GetTaxMoney(unsigned char cType) const { return m_CastleTax[cType].m_dwTaxMoney; }
unsigned char GetSiegeCount() const { return m_cSiegeCount; }
unsigned char GetInvincibleCount() const { return m_cInvincibleCount; }
unsigned short GetTotalSiegeCount() const { return m_wTotalSiegeCount; }
unsigned long GetTotalTaxMoney() const { return m_dwTotalTaxMoney; }
bool GetEnableSiege() const { return m_bEnableSiege; }
private:
CCastleDB(CDBComponent& DBComponent, const CastleInfoDB& CastleInfo);
CastleObjectMap m_CastleObjectMap; // <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE>
unsigned long m_dwCastleID; // <20><> Ȥ<><C8A4> <20><><EFBFBD><EFBFBD> ID
unsigned char m_cNation; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
unsigned char m_cZone; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><> <20><>ȣ
unsigned char m_cChannel; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> ä<><C3A4> <20><>ȣ
unsigned char m_cNameID; // <20><><EFBFBD><EFBFBD> <20≯<EFBFBD> ID ( 1<><31><EFBFBD><EFBFBD>~~ )
unsigned char m_cSiegeCount; // <20><><EFBFBD><EFBFBD> Ƚ<><C8BD>
unsigned char m_cInvincibleCount; // <20><><EFBFBD><EFBFBD> Ƚ<><C8BD>
unsigned short m_wTotalSiegeCount; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ƚ<><C8BD>
unsigned long m_dwTotalTaxMoney; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ȸ<><C8B8><EFBFBD><EFBFBD>
unsigned short m_wItemID; // <20><><EFBFBD>׷<EFBFBD><D7B7>̵忡 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ID
unsigned char m_cItemNum; // <20><><EFBFBD>׷<EFBFBD><D7B7>̵忡 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
CastleRight m_CastleRight; // <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
Position m_BackDoorPos[2]; // <20>޹<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>/<2F><><EFBFBD><EFBFBD>ġ
CastleTaxInfo m_CastleTax[Castle::MAX_TAX_TYPE]; // <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
MineralInfoMap m_AccumulatedMineralMap; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
MineralInfoMap m_TemporaryMineralMap; // <20>ӽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bool m_bEnableSiege; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѱ<EFBFBD>?
CDBComponent& m_DBComponent;
friend class CCastleDBMgr;
};
}
#endif // _RYL_DBAGENT_CASTLE_DB_H_