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

View File

@@ -0,0 +1,110 @@
#ifndef _CHARACTER_RESPAWN_MANAGER_H_
#define _CHARACTER_RESPAWN_MANAGER_H_
#pragma once
#include <Creature/CreatureStructure.h>
class CCharRespawnMgr
{
public:
enum Const
{
RESPAWN_DELAY_SEC = 5,
SEC_PER_HOUR = 3600,
SEC_PER_MIN = 60,
MIN_PER_HOUR = 60
};
enum eReturn
{
RET_FALSE = 0,
RET_TRUE = 1,
RET_TOWN = 2
};
enum RespawnType
{
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>)
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
RST_RESURRECTION = 2, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ȱ
RST_BATTLE = 3 // <20><>Ʋ <20>׶<EFBFBD><D7B6><EFBFBD><EFBFBD><20><>Ʋ <20><><EFBFBD>ѿ<EFBFBD><D1BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
};
struct RespawnProtoType
{
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)
unsigned long m_dwGID; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
unsigned char m_cNation; // <20><><EFBFBD><EFBFBD> (<28>޸<EFBFBD>, <20><>ĭ, <20><>3<EFBFBD><33><EFBFBD><EFBFBD>)
unsigned char m_cZone; // <20><>
std::vector<Position> m_RespawnPosList; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ
};
struct RespawnCharInfo
{
unsigned long m_dwCID;
unsigned long m_dwRemainSec;
RespawnCharInfo(unsigned long dwCID, unsigned long dwSec)
: m_dwCID(dwCID), m_dwRemainSec(dwSec) { }
};
typedef std::list<RespawnCharInfo> RespawnCharList;
typedef std::map<unsigned long, RespawnProtoType> RespawnProtoTypeMap;
typedef std::map<unsigned long, RespawnCharList> RespawnCharMap;
~CCharRespawnMgr();
static CCharRespawnMgr& GetInstance();
// ----------------------------------------------------------------------------
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ (RespawnScript.txt)
// <20><>ũ<EFBFBD><C5A9>Ʈ<EFBFBD><C6AE> 0x40001000 <20><> Castle::CASTLE_BIT | (<28><><EFBFBD><EFBFBD> NameID << Castle::CASTLE_NAME_BIT_SHIFT) <20>Դϴ<D4B4>.
// <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>.
bool LoadRespawnFromFile(const char* szFileName = 0);
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
bool AddCampRespawnPoint(unsigned long dwCampID, unsigned long dwGID, const Position& RespawnPos);
bool DeleteCampRespawnPoint(unsigned long dwCampID);
// <20><>ũ ī<><C4AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
// TownID <20><> 0x80010000 ó<><C3B3> Castle::STATUE_BIT | (<28><><EFBFBD><EFBFBD> Index) << 16) <20>Դϴ<D4B4>.
bool AddRealmStatueRespawnPoint(unsigned long dwIndex, unsigned char cNation, const Position& RespawnPos);
bool DeleteRealmStatueRespawnPoint(unsigned long dwIndex);
// <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ Ű : CASTLE_BIT | (NameID << Castle::CASTLE_NAME_BIT_SHIFT)
// <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>)
bool SetCastleRespawnPointNation(unsigned long dwCastleNameID, unsigned char cNation);
eReturn AddCharacter(unsigned long dwTownID, unsigned long dwCID);
// void DelCharacter(unsigned long dwTownID, unsigned long dwCID);
void ProcessRespawn();
const Position GetDefaultRespawnPos(unsigned char cNation);
const Position GetRespawnPos(unsigned long dwTownID);
const Position GetTownRespawnPos(unsigned char cZone, unsigned char cNation);
// ----------------------------------------------------------------------------
// Send <20>Լ<EFBFBD>
bool SendRespawnInfo(unsigned long dwCID);
bool SendRespawnAreaInfo(unsigned long dwCID, unsigned long dwTownID, bool bCount=false);
private:
CCharRespawnMgr();
RespawnProtoTypeMap m_ProtoTypeList; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
RespawnProtoTypeMap m_AllZoneTownList; // <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
RespawnCharMap m_CharList;
static const char* ms_szRespawnScriptFileName;
};
#endif