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 _BASE_SIEGE_ARMS_OBJECT_H_
#define _BASE_SIEGE_ARMS_OBJECT_H_
#pragma once
#include <Creature/Siege/SiegeObject.h>
#include <Creature/Siege/SiegeConstants.h>
using namespace Siege;
class CSiegeArms : public CSiegeObject
{
public:
virtual ~CSiegeArms();
// CSkillMonster <20><> <20><><EFBFBD><EFBFBD>
virtual bool AttackCID(CCharacter* lpRideChar, AtType attackType, AtNode& attackNode, unsigned short& wError);
virtual bool Attack(AtType attackType, unsigned char cDefenderNum, CAggresiveCreature** ppDefenders, unsigned char* cDefenserJudges, unsigned short* wDefenserMPHeal);
virtual bool MissileAttack(AtType attackType, float fDir, float nRange, float fAngle, char cTargetType);
virtual bool Dead(CAggresiveCreature* pOffencer);
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
bool Build(unsigned char cUpgradeStep = 0);
bool Repair(unsigned short wRepairHP);
bool Destroy(unsigned char cOffencerNation = 0, bool bTakeGold = false );
bool Update(unsigned char cState, unsigned long dwValue1, unsigned long dwValue2, unsigned long dwNoValue, unsigned char cSubCmd);
// <20><>Ÿ<EFBFBD><C5B8>Ŷ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȯ (bMaterial <20><> true <20≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 50% <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.)
bool ToStarterKit(bool bMaterial = false);
bool GiveBackSiegeMaterial(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD>
unsigned short GetRepairMaterialNum(); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Rider <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
virtual bool Ride(unsigned long dwCID); // <20><><EFBFBD><EFBFBD> ž<><C5BE>
virtual bool GetOff(unsigned long dwCID); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28>߰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD><EFBFBD>)
protected:
CSiegeArms(MonsterCreateInfo& MonsterCreate, unsigned long dwOwnerID, unsigned char cNation,
unsigned long dwHP, unsigned short wObjectType, unsigned char cState, unsigned char cUpgradeStep);
friend class CSiegeObjectMgr;
};
#endif _BASE_SIEGE_ARMS_OBJECT_H_