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 _CASTLE_MANAGER_H_
#define _CASTLE_MANAGER_H_
#pragma once
#include <map>
#include <Network/Stream/SendStream.h>
#include <Network/Packet/PacketStruct/CastlePacket.h>
#include <Creature/CreatureStructure.h>
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
class CSiegeObject;
class CSiegeObjectMgr;
namespace Castle
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
class CCastle;
class CCastleMgr
{
public:
~CCastleMgr();
static CCastleMgr& GetInstance();
typedef std::map<unsigned long, CCastle*> CastleMap; // <CastleID, lpCastle>
bool Initialize();
void Destroy();
void Process();
CCastle* GetCastle(unsigned long dwCastleID);
CCastle* GetCastleByNameID(unsigned long dwCastleNameID);
// CASTLE_TODO : <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴϹǷ<CFB9> <20><><EFBFBD>Ƶд<C6B5>.
// CCastle* GetCastleByGID(unsigned long dwGID);
CCastle* GetCastleInBlessArea(const Position& Pos);
void GetCastleSiegeInfo(CastleSiegeInfo* lpCastleSiegeInfo, unsigned char& cNum, unsigned short& wSize);
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
unsigned char GetCastleNum() const;
// <20>ش<EFBFBD> <20><>, <20>ش<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
unsigned char GetCastleNum(unsigned char cNation, unsigned char cZone) const;
// <20>ش<EFBFBD> <20><>, <20>ش<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ݰ泻<DDB0><E6B3BB> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
unsigned char GetCastleNum(unsigned char cNation, unsigned char cZone, const Position& Pos) const;
// Pos <20>ݰ濡 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD><CFB4><EFBFBD> üũ
bool ExistCastleInRadius(const Position& Pos);
// Pos <20>ݰ濡 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD><D6B4><EFBFBD> üũ
bool ExistSiegeInRadius(const Position& Pos);
// <20><>Ŷ <20><><EFBFBD><EFBFBD>
bool SendCastleInfo(CSendStream& SendStream);
// DBAgentServer <20>κ<EFBFBD><CEBA><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool SerializeIn(char* lpBuffer_In, unsigned short wBufferSize_In, unsigned char cObjectNum);
// <20><> <20><>¡<EFBFBD><C2A1> HP Regen ó<><C3B3>
void ProcessEmblemRegenHPAndMP();
// <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ
void EnableTaxChange();
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> NPC <20><> <20><><EFBFBD><EFBFBD>
void DestroyAllCastleArms();
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> üũ.
bool HasCastleArms(unsigned long dwCID);
// <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
unsigned char GetNation();
private:
CCastleMgr();
CastleMap m_CastleMap;
};
}
#endif // _CASTLE_MANAGER_H_