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 _VIRTUAL_AREA_MANAGER_H_
#define _VIRTUAL_AREA_MANAGER_H_
#pragma once
#include <vector>
#include <map>
#include <Map/FieldMap/VirtualArea/VirtualAreaStructure.h>
class CCell;
class CCharacter;
namespace VirtualArea
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
class CBGServerMgr;
class CDuelMgr;
class CDungeonMgr;
class CVirtualArea;
class CVirtualAreaMgr
{
public:
enum Const
{
VIRTUALAREA_PULSE = 20 // 2<>ʿ<EFBFBD> <20>ѹ<EFBFBD><D1B9><EFBFBD> ó<><C3B3>
};
static CVirtualAreaMgr& GetInstance();
// Script <20><><EFBFBD><EFBFBD> <20>ε<EFBFBD>
bool LoadVirtualAreaProtoType(const char* szFileName = 0);
CVirtualArea* GetVirtualArea(unsigned short wMapIndex);
const VirtualArea::ProtoType* GetVirtualAreaProtoType(unsigned long dwVID);
const VirtualArea::ProtoType* GetVirtualAreaProtoType(char* szMapType);
bool EnterVirtualArea(CCharacter* lpCharacter, unsigned short wMapIndex, unsigned char cMoveType);
bool LeaveVirtualArea(CCharacter* lpCharacter);
void ProcessAllVirtualArea();
void ProcessAllMonster();
void ProcessMonsterRegenHPAndMP();
void ProcessSummonMonsterDead();
void ProcessDeleteItem();
// Cell BroadCasting
bool ProcessAllCellPrepareBroadCast();
bool ProcessAllCellBroadCast(unsigned long dwCurrentPulse);
// --------------------------------------------------------------------------------------------
// BattleGround Server <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
bool CreateBGServer(); // Battle Ground Server Map <20><> Cell <20><><EFBFBD><EFBFBD>
bool SendBGServerMapList(CCharacter* lpCharacter);
bool SendBGServerResultList(CCharacter* lpCharacter);
// --------------------------------------------------------------------------------------------
// Duel <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
// --------------------------------------------------------------------------------------------
// Dungeon <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
private:
CVirtualAreaMgr();
~CVirtualAreaMgr();
void DestroyVirtualAreaProtoTypeArray();
// --------------------------------------------------------------------------------------------
// member variable
CBGServerMgr& m_BGServerMgr;
CDuelMgr& m_DuelMgr;
CDungeonMgr& m_DungeonMgr;
VirtualArea::ProtoType* m_VirtualAreaProtoTypeArray;
size_t m_VirtualAreaProtoTypeNum;
const VirtualArea::MapTypeMatching m_MapTypeMatching;
// --------------------------------------------------------------------------------------------
// BattleGround Server <20><><EFBFBD><EFBFBD>
// --------------------------------------------------------------------------------------------
// Duel <20><><EFBFBD><EFBFBD>
// --------------------------------------------------------------------------------------------
// Dungeon <20><><EFBFBD><EFBFBD>
};
}
#endif // _VIRTUAL_AREA_MANAGER_H_