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 _SEND_LOG_PACKET_H_
#define _SEND_LOG_PACKET_H_
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
class CCharacter;
class CSendStream;
namespace Item
{
class CItem;
class CEquipment;
};
namespace SendLogPacket
{
bool ServerLogin(CSendStream& LogSendStream, unsigned long dwServerID);
bool DefaultInfo(CSendStream& LogSendStream, CCharacter& Character,
unsigned long dwGold, unsigned long dwSecondUID, unsigned long dwSecondCID,
unsigned char cCommand, unsigned char cFlags);
bool ItemInfo(CSendStream& LogSendStream, CCharacter& Character, Item::CItem& Item,
unsigned long dwGold, unsigned long dwSecondUID, unsigned long dwSecondCID,
unsigned char cCommand, unsigned char cFlags);
bool EquipInfo(CSendStream& LogSendStream, CCharacter& Character, Item::CEquipment& Equipment,
unsigned long dwGold, unsigned long dwSecondUID, unsigned long dwSecondCID,
unsigned char cCommand, unsigned char cFlags);
/*
<20>α<EFBFBD><CEB1><EFBFBD>
<20>α׾ƿ<D7BE>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȱ<EFBFBD>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȯ
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ų <20><> <20><><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>)
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
<20><><EFBFBD>Ͽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ڱ<EFBFBD>
<20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
<20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
<20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
<20><EFBFBD><EEBFB5> <20><><EFBFBD><EFBFBD>(dropitem)
<20><> <20>α<EFBFBD>
/<2F>α<EFBFBD><CEB1>ν<EFBFBD> <20>κ<EFBFBD><CEBA><20>ݾ<EFBFBD>
/<2F>α<EFBFBD><CEB1>ν<EFBFBD> â<><C3A2> <20>ݾ<EFBFBD>
/<2F>α׾ƿ<D7BE><C6BF><EFBFBD> <20>κ<EFBFBD><CEBA><20>ݾ<EFBFBD>
/<2F>α׾ƿ<D7BE><C6BF><EFBFBD> â<><C3A2> <20>ݾ<EFBFBD>
/<2F><> <20><><EFBFBD><20>κ<EFBFBD><CEBA><EFBFBD><E4B8AE> <20><><EFBFBD><EFBFBD>
â<><C3A2> <20><EFBFBD><EBBFA9> <20><><EFBFBD><EFBFBD> // <20><EFBFBD><EBBFA9> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/<2F><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ȱ<EFBFBD>
/<2F><> <20><>ȯ<EFBFBD><C8AF>
<20><>ų <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>Ҹ<EFBFBD>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>Ҹ<EFBFBD>
<20><EFBFBD><EEBFB5> <20><><EFBFBD><EFBFBD>(givegold)
*/
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> - <20>α<EFBFBD> Ŀ<>ǵ<EFBFBD>.
struct Const;
void CharLogin(CCharacter& Character);
void CharLogout(CCharacter& Character);
void Pickup(CCharacter& Character, Item::CItem* lpPickupItem, unsigned long dwPickupGold);
void Drop(CCharacter& Character, Item::CItem* lpDropItem, unsigned long dwDropGold);
void BuyItem(CCharacter& Buyer, unsigned long dwSellerUID, unsigned dwSellerCID,
Item::CItem* lpBuyItem, unsigned long dwPrice);
void SellItem(CCharacter& Seller, unsigned long dwBuyerUID, unsigned dwBuyerCID,
Item::CItem* lpSell_Item, unsigned long dwPrice);
void BeforeExchange(CCharacter& Character, unsigned long dwExchangerUID, unsigned long dwExchangerCID, unsigned long dwExchangeGold);
void AfterExchange(CCharacter& Character, unsigned long dwExchangerUID, unsigned long dwExchangerCID, unsigned long dwExchangeGold);
void ItemUse(CCharacter& Character, Item::CItem* lpUseItem, unsigned long dwUseGold);
void ItemUpgrade(CCharacter& Character, Item::CEquipment* lpEquipment, Item::CItem* lpMineral, unsigned long dwUseGold);
void InstallSocket(CCharacter& Character, Item::CEquipment* lpEquipment, Item::CItem* lpGems);
void RepairItem(CCharacter& Character, Item::CEquipment* lpEquipment,
unsigned long dwRepairNPC_CID, unsigned long dwUsedGold);
void GetQuestItem(CCharacter& Character, Item::CItem* lpQuestItem,
unsigned long dwQuestNPC_CID, unsigned long dwGetGold);
void RemoveQuestItem(CCharacter& Character, Item::CItem* lpQuestItem,
unsigned long dwQuestNPC_CID, unsigned long dwRemoveGold);
void GetQuestReward(CCharacter& Character, Item::CItem* lpQuestReward,
unsigned long dwQuestNPC_CID, unsigned long dwRewardGold);
void AdminDropItem(CCharacter& Character, unsigned long dwAdminUID, unsigned long dwAdminCID,
Item::CItem* lpAdminItem, unsigned long dwGiveGold);
void RentDepositGold(CCharacter& Character, unsigned long dwRentDepositGold);
};
#endif