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 _BATTLEGROUND_SERVER_MAP_H_
#define _BATTLEGROUND_SERVER_MAP_H_
#pragma once
#include <Map/FieldMap/VirtualArea/VirtualAreaConstants.h>
#include <Map/FieldMap/VirtualArea/VirtualAreaStructure.h>
#include <Map/FieldMap/VirtualArea/VirtualArea.h>
class CCharacter;
class CMonster;
namespace VirtualArea
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
struct ProtoType;
class CBGServerMap : public CVirtualArea
{
public:
CBGServerMap(const VirtualArea::ProtoType* lpProtoType, unsigned short wMapNumber);
~CBGServerMap(void);
void Process();
unsigned short Enter(CCharacter* lpCharacter, unsigned char cMoveType);
bool Leave(CCharacter* lpCharacter);
bool AllRespawn(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> <20>̵<EFBFBD>
// <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
bool GameStart(); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
unsigned char RuleCheck(bool bTimeout = false); // <20><><EFBFBD><EFBFBD> üũ<C3BC>ؼ<EFBFBD> <20>̱<EFBFBD><CCB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void AwardToWinner();
void KillChar(unsigned long dwDeadCID, CCharacter* lpOffencer);
void UpdateKillInfo(unsigned long dwDeadCID, unsigned long dwKillerCID);
void AddScore(unsigned char cNation, short wScore);
void CalculateScore(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void ResetEnteringMin(unsigned char cMin);
// Get/Set <20>Լ<EFBFBD>
unsigned char GetMapType() { return m_MapInfo.m_cMapType; }
MapInfo& GetMapInfo() { return m_MapInfo; }
ResultInfo& GetResultInfo() { return m_ResultInfo; }
unsigned char GetStatus() { return m_cStatus; }
void SetStatus(unsigned char cStatus) { m_cStatus = cStatus; }
void SetRemainTime(unsigned long dwRemainTime) { m_dwRemainTime = dwRemainTime; }
bool IsPlaying() { return (GAME_PLAYING == m_cStatus); }
bool IsResting() { return (GAME_RESTING == m_cStatus); }
bool IsPlayer(CCharacter* lpCharacter);
bool IsSpectator(CCharacter* lpCharacter);
// <20>ڱ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20>Լ<EFBFBD>
bool SendMapInfo();
bool SendResultInfo();
private:
bool InitializeGameObject();
void FindWinner(CharacterList& winnerList);
unsigned short AddCharacter(CCharacter* lpCharacter);
unsigned short AddSpectator(CCharacter* lpSpectator);
// <20>ٴڿ<D9B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Item <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DeleteAllItem();
// <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
MapInfo m_MapInfo;
ResultInfo m_ResultInfo;
unsigned char m_cStatus;
unsigned long m_dwRemainTime; // <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD>õ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>κп<CEBA><D0BF><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
};
}
#endif // _BATTLEGROUND_SERVER_MAP_H_