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 _SIEGE_CONSTANTS_H_
#define _SIEGE_CONSTANTS_H_
namespace Siege
{
enum SiegeObjectType
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Kind ID <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
EMBLEM = 5000, // <20><> <20><>¡<EFBFBD><C2A1> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
GATE = 5324, // <20><><EFBFBD><EFBFBD> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
BACKDOOR = 5378, // <20>޹<EFBFBD> ( Only COMPLETE <20><><EFBFBD>¸<EFBFBD> <20><><EFBFBD><EFBFBD> )
CAMP = 5379, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
CASTLE_ARMS_NPC = 5433, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> NPC ( Only COMPLETE <20><><EFBFBD>¸<EFBFBD> <20><><EFBFBD><EFBFBD> )
GUARD = 5434, // <20><><EFBFBD><EFBFBD> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
SHORT_RANGE_CASTLE_ARMS = 5488, // <20>ٰŸ<D9B0> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
LONG_RANGE_CASTLE_ARMS = 5542, // <20><><EFBFBD>Ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ( DESTORYING, CHANGING, DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
SHORT_RANGE_SIEGE_ARMS = 5596, // <20>ٰŸ<D9B0> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ( CHANGING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
LONG_RANGE_SIEGE_ARMS = 5650, // <20><><EFBFBD>Ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ( CHANGING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
AIRSHIP = 5704, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ( CHANGING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
MINING_CAMP = 5758, // ä<><C3A4><EFBFBD><EFBFBD><><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
CAMP_SHOP = 5812, // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD>Կ<EFBFBD><D4BF><EFBFBD><><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
KARTERANT_WEAPON = 5866, // ī<><C4AB><EFBFBD>׶<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
MERKADIA_WEAPON = 5920, // <20>޸<EFBFBD>ī<EFBFBD><C4AB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><><C4B7>) ( DEVELOPING, CANCELING, RESTORING, DESTROYED 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> )
DEFAULT_TYPE = 0 // <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڿ<EFBFBD>
};
enum State
{
// KID => SiegeObjectType
// + (State * UPGRADE_KIND_NUM)
// + UpgradeStep
// KID (<28><> <20><>¡<EFBFBD><C2A1>) => SiegeObjectType
// + (State * JEWEL_TYPE_NUM * UPGRADE_KIND_NUM)
// + (JewelType * UPGRADE_KIND_NUM)
// + UpgradeStep
COMPLETE = 0, // <20><> <20><>¡<EFBFBD><C2A1> <20><>ȯ <20>Ϸ<EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ϸ<EFBFBD>, <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>, <20><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ϸ<EFBFBD>
UPGRADING = 1, // <20><> <20><>¡<EFBFBD><C2A1>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>/<2F><><EFBFBD>Ÿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>׷<EFBFBD><D7B7>̵<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
REPARING = 2, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>/<2F><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
DESTROYING = 3, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>/<2F><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1>ؼ<EFBFBD> <20><>ŸƮ Ŷ<><C5B6><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
CHANGING = 4, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DEVELOPING = 5, // <20><> <20><>¡<EFBFBD><C2A1> <20><>ȯ<EFBFBD><C8AF>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>, <20><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
CANCELING = 6, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20>ٰŸ<D9B0>/<2F><><EFBFBD>Ÿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><>ŸƮŶ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD>.)
RESTORING = 7, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
DESTROYED = 8, // <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD> <20><><EFBFBD><EFBFBD>
// SubState
NONE = 0,
MINE = 1, // <20>Ʊ<EFBFBD> <20><> <20><>¡<EFBFBD><C2A1>
ENEMY = 2, // <20><><EFBFBD><EFBFBD> <20><> <20><>¡<EFBFBD><C2A1>
OPENED = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
CLOSED = 2, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
MINING_OFF = 0, // ä<><C3A4><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
MINING_ON = 1, // ä<><C3A4><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
MINING_READY = 2, // ä<><C3A4><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>غ<EFBFBD> <20><><EFBFBD><EFBFBD>
WEAPON_EMPTY = 0, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
WEAPON_CHARGE = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
WEAPON_READY = 2, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
WEAPON_FIRE = 3, // <20><><EFBFBD><EFBFBD> <20>߻<EFBFBD><DFBB><EFBFBD>
};
enum JewelType
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD><D9B2><EFBFBD> <20>ȵ<EFBFBD>!!
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD>.
NO_JEWEL = 0, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
RUBY = 1, // <20><><EFBFBD><EFBFBD>
EMERALD = 2, // <20><><EFBFBD>޶<EFBFBD><DEB6><EFBFBD>
SAPPHIRE = 3, // <20><><EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD>
DIAMOND = 4, // <20><><EFBFBD>̾Ƹ<CCBE><C6B8><EFBFBD>
BLACKMOON = 5, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
JEWEL_PROTOTYPE_ID = 1900,
JEWEL_KIND = 5,
JEWEL_TYPE_NUM = 6, // <20><>¡<EFBFBD><C2A1> <20><><EFBFBD>׷<EFBFBD><D7B7><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
};
enum CampConst
{
CAMP_BUILDING_RADIUS = 315, // ķ<><C4B7> <20><><EFBFBD><EFBFBD> <20>ݰ<EFBFBD> (m)
CAMP_REPAIR_GOLD_PER_HP = 10, // HP <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 10 <20><><EFBFBD><EFBFBD>
CAMP_UPGRADE_MATERIAL_NUM = 30, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ѵܰ<D1B4> <20><><EFBFBD>׷<EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
MINING_CAMP_UPGRADE_MATERIAL_NUM = 50, // ä<><C3A4><EFBFBD><EFBFBD> <20>Ѵܰ<D1B4> <20><><EFBFBD>׷<EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
CAMP_SHOP_UPGRADE_MATERIAL_NUM = 40, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ѵܰ<D1B4> <20><><EFBFBD>׷<EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
WEAPON_CHARGE_MATERIAL_NUM = 50, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
CAMP_REPAIR_HP_PER_MATERIAL = 5000, // <20><><EFBFBD><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> HP
FAME_FOR_CAMP_BUILDING_TEST = 0,//1000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28>׼<EFBFBD><D7BC><EFBFBD>)
FAME_FOR_CAMP_BUILDING = 0,//2000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
FAME_FOR_WEAPON_BUILDING_TEST = 1000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28>׼<EFBFBD><D7BC><EFBFBD>)
FAME_FOR_WEAPON_BUILDING = 2000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
FAME_FOR_SELF_DESTROY_CAMP = -50, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28>ڽ<EFBFBD><DABD><EFBFBD> <20>ı<EFBFBD>)
FAME_FOR_DESTROYED_CAMP = -100, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (<28>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ı<EFBFBD>)
GOLD_FOR_SELF_DESTROY_CAMP = 500000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><> (<28>ڽ<EFBFBD><DABD><EFBFBD> <20>ı<EFBFBD>)
GOLD_FOR_CANCEL_CAMP = 1000000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><>
CAMP_ATTACK_RANGE = 45, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28>ݰ<EFBFBD> 45m)
// <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Ÿ<><C5B8>
TYPE_REMAIN_TIME = 0, // <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
TYPE_LAST_USE_TIME = 1, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
// ä<><C3A4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
ACCUMULATED_MINERAL = 1, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
TEMPORARY_MINERAL = 2, // <20>ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
MAX_MINERAL_NUM = 1000, // <20><><EFBFBD><EFBFBD> <20>ְ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
MAX_TAX = 100, // <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
WEAPON_FIRE_WARNING_COUNT = 10, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>߻<EFBFBD> <20><><EFBFBD><EFBFBD> ǥ<><C7A5> Ƚ<><C8BD> (10<31><30> : 10<31><30>)
WEAPON_REBUILD_SIEGE_TIME_COUNT = 3, // <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> 3<><33> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28>μ<EFBFBD><CEBC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
WEAPON_DAMAGE_RANGE = 256, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ݰ<EFBFBD> (256m)
WEAPON_DAMAGE = 10000 // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
};
enum EmblemConst
{
MAX_EMBLEM_UPGRADE = 3, // <20><> <20><>¡<EFBFBD><C2A1> <20><><EFBFBD>׷<EFBFBD><D7B7>̵<EFBFBD> <20>ִ<EFBFBD>ġ
// TODO : <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> 2<><32><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD><DFB0>Ǹ<EFBFBD> Const::MAX_UPGRADE_NUM <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
EMBLEM_ATTACK_HEIGHT_ERROR = 5, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ּ<EFBFBD> 5m <20>ȿ<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
};
enum GateConst
{
GATE_REPAIR_MIN_PER_HP = 1, // HP 1<><31> 1<><31><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
};
enum CastleArmsConst
{
CASTLE_ARMS_REPAIR_TIME = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> (1<><31>)
CASTLE_ARMS_REPAIR_GOLD_PER_UNIT = 10000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 10000 <20><><EFBFBD><EFBFBD> ( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 10%<25><> )
FAME_FOR_DESTROY_CASTLE_ARMS = -500, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>⸦ NPC <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ҷ<EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20><><EFBFBD><EFBFBD>ġ
};
enum SiegeArmsConst
{
SIEGE_ARMS_REPAIR_TIME = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> (1<><31>).
SIEGE_ARMS_UPGRADE_MATERIAL_NUM = 10, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ѵܰ<D1B4> <20><><EFBFBD>׷<EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SIEGE_ARMS_REPAIR_HP_PER_MATERIAL = 10, // <20><><EFBFBD><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD> 10% <20><> HP <20><><EFBFBD><EFBFBD>
AIRSHIP_RIDER_NUM = 10, // <20><><EFBFBD>ۼ<EFBFBD> <20>ִ<EFBFBD> ž<><C5BE> <20>ο<EFBFBD>
AIRSHIP_PASSENGER_NUM = 9, // <20><><EFBFBD>ۼ<EFBFBD> <20>°<EFBFBD> <20>ִ<EFBFBD> <20>ο<EFBFBD>
};
enum Const
{
INSIDE = 0, // <20>޹<EFBFBD> <20><><EFBFBD><EFBFBD>( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> )
OUTSIDE = 1, // <20>޹<EFBFBD> <20><><EFBFBD><EFBFBD>( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> )
MAX_UPGRADE_NUM = 5, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>׷<EFBFBD><D7B7>̵<EFBFBD> <20>ִ<EFBFBD>ġ
UPGRADE_KIND_NUM = 6, // <20><><EFBFBD>׷<EFBFBD><D7B7><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><> (0 ~ 5)
VIRTUAL_CID_START_NUM = 1000, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> CID <20>ε<EFBFBD><CEB5><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ȣ
BROADCAST_CELL_SIZE = 5, // <20><><EFBFBD>ε<EFBFBD>ij<EFBFBD><C4B3>Ʈ <20>ݰ<EFBFBD> (5<><35>)
BROADCAST_RADIUS = 150, // <20><><EFBFBD>ε<EFBFBD>ij<EFBFBD><C4B3>Ʈ <20>ݰ<EFBFBD> (150m)
BROADCAST_SQUARED_RADIUS = 22500, // <20><><EFBFBD>ε<EFBFBD>ij<EFBFBD><C4B3>Ʈ <20>ݰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (150 x 150)
MAX_HP_UPDATE_COUNT = 5, // 5 <20><><EFBFBD><EFBFBD> <20>ѹ<EFBFBD><D1B9><EFBFBD> DB <20>߰輭<DFB0><E8BCAD><EFBFBD><EFBFBD> HP <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
MAX_REPAIR_GOLD = 99999999, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ҽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ü<EFBFBD><C3BC> <20><><EFBFBD><EFBFBD><EFBFBD>Ҷ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϱ<EFBFBD><CFB1><EFBFBD><EFBFBD><EFBFBD>)
MAX_SIEGE_OBJECT = 5,
CREATE_LEVEL_LIMIT = 80
};
enum RiderValue
{
NOT_RIDER = 0, // ž<><C5BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʾ<EFBFBD><CABE><EFBFBD>
RIDER_FOR_OWNER = 1, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ž<><C5BE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
RIDER_FOR_PASSENGER = 2 // <20>°<EFBFBD><C2B0><EFBFBD><EFBFBD><EFBFBD> ž<><C5BE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
};
enum TimeValue
{
/*
// Test : <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20>ð<EFBFBD>
DEFAULT_TIME_VALUE = 1, // 1 <20><>
DEFAULT_REPAIR_TIME = 30, // 30 <20><>
CAMP_ENCAMPING_TIME = 1, // 1 <20><>
CAMP_CANCELING_TIME = 1, // 1 <20><>
CAMP_REPAIR_TIME = 30, // 30 <20><>
CAMP_TO_STARTKIT_TIME = 1, // 1 <20><>
CAMP_CHANGING_TIME = 1, // 1 <20><>
CAMP_LEAST_USE_TIME = 7, // 7 <20><>
CAMP_ENCAMPING_INTERVAL = 10, // 10 <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>޼<EFBFBD><DEBC><EFBFBD> <20><><EFBFBD><EFBFBD>
CAMP_ATTACKED_INTERVAL = 60000, // 60000 ms (1<><31>)
MINING_CAMP_GAIN_COUNT = 1, // 1 ȸ
CAMP_SHOP_TRANSFER_COUNT = 1, // 1 ȸ
WEAPON_CHARGE_TIME = 1, // 1 <20><>
*/
DEFAULT_TIME_VALUE = 10, // 10 <20><>
DEFAULT_REPAIR_TIME = 30, // 30 <20><>
CAMP_ENCAMPING_TIME = 30, // 30 <20><>
CAMP_CANCELING_TIME = 20, // 20 <20><>
CAMP_REPAIR_TIME = 30, // 30 <20><>
CAMP_TO_STARTKIT_TIME = 10, // 10 <20><>
CAMP_CHANGING_TIME = 10, // 10 <20><>
CAMP_LEAST_USE_TIME = 7, // 7 <20><>
CAMP_ENCAMPING_INTERVAL = 10, // 10 <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>޼<EFBFBD><DEBC><EFBFBD> <20><><EFBFBD><EFBFBD>
CAMP_ATTACKED_INTERVAL = 60000, // 60000 ms (1<><31>)
MINING_CAMP_GAIN_COUNT = 1, // 1 ȸ
CAMP_SHOP_TRANSFER_COUNT = 1, // 1 ȸ
WEAPON_CHARGE_TIME = 10, // 10 <20><>
EMBLEM_SUMMON_TIME = 1, // 1 <20><>
EMBLEM_ATTACKED_INTERVAL = 60000, // 60000 ms (1<><31>)
SIEGE_ARMS_BUILDING_TIME = 3, // 3 <20><>
SIEGE_ARMS_TO_STARTKIT_TIME = 3, // 1 <20><>
SIEGE_ARMS_LEAST_USE_TIME = 10, // 10 <20><>
CASTLE_ARMS_LEAST_USE_TIME = 10, // 10 <20><>
};
enum eReturn
{
RET_OK = 0,
RET_DESTROY_CAMP = 1, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ü <20><><EFBFBD><EFBFBD>
RET_DESTROY_SIEGE_ARMS = 2, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ü <20><><EFBFBD><EFBFBD>
RET_CHANGE_TYPE = 3, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
};
enum eUpdateHPType
{
NOW_HP = 0, // <20><><EFBFBD><EFBFBD> HP <20>״<EFBFBD><D7B4><EFBFBD>
UPGRADE_HP = 1, // <20><><EFBFBD>׷<EFBFBD><D7B7>̵<EFBFBD><CCB5><EFBFBD> HP <20><>
REPAIR_HP = 2, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HP <20><>
FULL_HP = 3, // Full HP <20><>
};
static int GetKID(unsigned short wObjectType, unsigned char cState, unsigned char cUpgradeType, unsigned char cUpgradeStep)
{
int nKID = 0;
if (Siege::EMBLEM == wObjectType)
{
nKID = wObjectType
+ (cState * Siege::JEWEL_TYPE_NUM * Siege::UPGRADE_KIND_NUM)
+ (cUpgradeType * Siege::UPGRADE_KIND_NUM)
+ cUpgradeStep;
}
else
{
nKID = wObjectType
+ (cState * Siege::UPGRADE_KIND_NUM)
+ cUpgradeStep;
}
return nKID;
}
static int GetUpgradeMaterialNum(unsigned short wObjectType)
{
int nNum = 0;
switch (wObjectType)
{
case Siege::MINING_CAMP:
nNum = Siege::MINING_CAMP_UPGRADE_MATERIAL_NUM;
break;
case Siege::CAMP_SHOP:
nNum = Siege::CAMP_SHOP_UPGRADE_MATERIAL_NUM;
break;
case Siege::CAMP:
case Siege::KARTERANT_WEAPON:
case Siege::MERKADIA_WEAPON:
nNum = Siege::CAMP_UPGRADE_MATERIAL_NUM;
break;
}
return nNum;
}
static int GetChangingTypeMaterialNum(unsigned short wBeforeType, unsigned short wAfterType, unsigned char cUpgradeStep)
{
int nBeforeNum = GetUpgradeMaterialNum(wBeforeType);
int nAfterNum = GetUpgradeMaterialNum(wAfterType);
if (nBeforeNum < nAfterNum)
{
return ( (nAfterNum - nBeforeNum) * cUpgradeStep );
}
return 0;
}
}
#endif // _SIEGE_CONSTANTS_H_