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>
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#ifndef _CHARACTER_RESPAWN_MANAGER_H_
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#define _CHARACTER_RESPAWN_MANAGER_H_
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#pragma once
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#include <Creature/CreatureStructure.h>
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class CCharRespawnMgr
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{
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public:
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enum Const
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{
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RESPAWN_DELAY_SEC = 5,
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SEC_PER_HOUR = 3600,
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SEC_PER_MIN = 60,
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MIN_PER_HOUR = 60
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};
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enum eReturn
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{
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RET_FALSE = 0,
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RET_TRUE = 1,
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RET_TOWN = 2
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};
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enum RespawnType
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{
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RST_TOWN = 0, // <20>װų<D7B0> <20><>Ż <20>̿<EFBFBD><CCBF><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ȱ (<28>Ϲ<EFBFBD><CFB9><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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RST_FORTRESS = 1, // <20>װų<D7B0> <20><>Ż <20>̿<EFBFBD><CCBF><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><>ũ ī<><C4AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ȱ
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RST_RESURRECTION = 2, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ȱ
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RST_BATTLE = 3 // <20><>Ʋ <20><EFBFBD><D7B6><EFBFBD><EFBFBD>峪 <20><>Ʋ <20><><EFBFBD>ѿ<EFBFBD><D1BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
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};
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struct RespawnProtoType
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{
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unsigned long m_dwTownID; // <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><> ID, <20><>ũ ī<><C4AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ID(0x800x0000)
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unsigned long m_dwGID; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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unsigned char m_cNation; // <20><><EFBFBD><EFBFBD> (<28><EFBFBD>, <20><>ĭ, <20><>3<EFBFBD><33><EFBFBD><EFBFBD>)
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unsigned char m_cZone; // <20><>
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std::vector<Position> m_RespawnPosList; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ
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};
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struct RespawnCharInfo
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{
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unsigned long m_dwCID;
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unsigned long m_dwRemainSec;
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RespawnCharInfo(unsigned long dwCID, unsigned long dwSec)
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: m_dwCID(dwCID), m_dwRemainSec(dwSec) { }
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};
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typedef std::list<RespawnCharInfo> RespawnCharList;
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typedef std::map<unsigned long, RespawnProtoType> RespawnProtoTypeMap;
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typedef std::map<unsigned long, RespawnCharList> RespawnCharMap;
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~CCharRespawnMgr();
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static CCharRespawnMgr& GetInstance();
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// ----------------------------------------------------------------------------
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ (RespawnScript.txt)
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// <20><>ũ<EFBFBD><C5A9>Ʈ<EFBFBD><C6AE> 0x40001000 <20><> Castle::CASTLE_BIT | (<28><><EFBFBD><EFBFBD> NameID << Castle::CASTLE_NAME_BIT_SHIFT) <20>Դϴ<D4B4>.
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// <20><><EFBFBD>Ŀ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> DB<44>߰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA><EFBFBD> <20>ƿͼ<C6BF> Map <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ε<EFBFBD> CastleID <20><> key <20><> <20><><EFBFBD><EFBFBD>ϴ<EFBFBD>.
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bool LoadRespawnFromFile(const char* szFileName = 0);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
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bool AddCampRespawnPoint(unsigned long dwCampID, unsigned long dwGID, const Position& RespawnPos);
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bool DeleteCampRespawnPoint(unsigned long dwCampID);
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// <20><>ũ ī<><C4AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
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// TownID <20><> 0x80010000 ó<><C3B3> Castle::STATUE_BIT | (<28><><EFBFBD><EFBFBD> Index) << 16) <20>Դϴ<D4B4>.
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bool AddRealmStatueRespawnPoint(unsigned long dwIndex, unsigned char cNation, const Position& RespawnPos);
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bool DeleteRealmStatueRespawnPoint(unsigned long dwIndex);
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// <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ Ű : CASTLE_BIT | (NameID << Castle::CASTLE_NAME_BIT_SHIFT)
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ Ű : CASTLE_BIT | SIEGE_BIT | (NameID << Castle::CASTLE_NAME_BIT_SHIFT) | ID(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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bool SetCastleRespawnPointNation(unsigned long dwCastleNameID, unsigned char cNation);
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eReturn AddCharacter(unsigned long dwTownID, unsigned long dwCID);
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// void DelCharacter(unsigned long dwTownID, unsigned long dwCID);
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void ProcessRespawn();
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const Position GetDefaultRespawnPos(unsigned char cNation);
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const Position GetRespawnPos(unsigned long dwTownID);
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const Position GetTownRespawnPos(unsigned char cZone, unsigned char cNation);
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// ----------------------------------------------------------------------------
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// Send <20>Լ<EFBFBD>
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bool SendRespawnInfo(unsigned long dwCID);
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bool SendRespawnAreaInfo(unsigned long dwCID, unsigned long dwTownID, bool bCount=false);
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private:
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CCharRespawnMgr();
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RespawnProtoTypeMap m_ProtoTypeList; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
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RespawnProtoTypeMap m_AllZoneTownList; // <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
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RespawnCharMap m_CharList;
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static const char* ms_szRespawnScriptFileName;
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};
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#endif
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