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 _PRINT_LOG_H_
#define _PRINT_LOG_H_
#include <RylGameLibrary/Utility/TypeArray.h>
#include <RylGameLibrary/Item/Item.h>
#include <RylGameLibrary/Item/ItemStructure.h>
namespace GAMELOG
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
struct sLogBase;
struct sMinItemInfo;
enum
{
MIN_BUFFER = 64,
MAX_BUFFER = 512
};
enum
{
TIME = 1 << 0,
UID = 1 << 1,
CID = 1 << 2,
POS = 1 << 3,
};
const char* GuildLogType(const char cType);
const char* GuildTitle(unsigned long dwTitle);
namespace SimpleInfo
{
bool InitPositionData();
int PositionToString(char* lpBuffer_Out, const int nBufferSize, const Item::ItemPos itemPos);
const char* GetPositionName(unsigned char cPos);
const char* GetExtraPosString(unsigned char cIndex);
void BaseLog(CString& Result, const sLogBase* lpLogBase, const DWORD dwLogType);
void CharLogin(CString& Result, const sLogBase* lpLogBase);
void CharLogout(CString& Result, const sLogBase* lpLogBase);
void CharCreate(CString& Result, const sLogBase* lpLogBase);
void CharDelete(CString& Result, const sLogBase* lpLogBase);
void CharDBUpdate(CString& Result, const sLogBase* lpLogBase);
void CharLevelUp(CString& Result, const sLogBase* lpLogBase);
void CharBindPos(CString& Result, const sLogBase* lpLogBase);
void CharDead(CString& Result, const sLogBase* lpLogBase);
void CharRespawn(CString& Result, const sLogBase* lpLogBase);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void MoveItem(CString& Result, const sLogBase* lpLogBase);
void SwapItem(CString& Result, const sLogBase* lpLogBase);
void UseItem(CString& Result, const sLogBase* lpLogBase);
void SplitItem(CString& Result, const sLogBase* lpLogBase);
void UseLottery(CString& Result, const sLogBase* lpLogBase);
void PickupItem(CString& Result, const sLogBase* lpLogBase);
void DropItem(CString& Result, const sLogBase* lpLogBase);
void SellItem(CString& Result, const sLogBase* lpLogBase);
void BuyItem(CString& Result, const sLogBase* lpLogBase);
void BeforeExchange(CString& Result, const sLogBase* lpLogBase);
void AfterExchange(CString& Result, const sLogBase* lpLogBase);
void InstallSocketItem(CString& Result, const sLogBase* lpLogBase);
void RepairItem(CString& Result, const sLogBase* lpLogBase);
void ChangeWeapon(CString& Result, const sLogBase* lpLogBase);
void ChangeRide(CString& Result, const sLogBase* lpLogBase);
void IllegalItem(CString& Result, const sLogBase* lpLogBase);
void IllegalWarpPos(CString& Result, const sLogBase* lpLogBase);
void HackDoubt(CString& Result, const sLogBase* lpLogBase);
void TakeGold(CString& Result, const sLogBase* lpLogBase);
void TakeGoldV2(CString& Result, const sLogBase* lpLogBase);
void UpgradeItem(CString& Result, const sLogBase* lpLogBase);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void StallOpenClose(CString& Result, const sLogBase* lpLogBase);
void StallEnterLeave(CString& Result, const sLogBase* lpLogBase);
void StallRegisterRemoveItem(CString& Result, const sLogBase* lpLogBase);
// <20>޴<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void MedalItemBuy(CString& Result, const sLogBase* lpLogBase);
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>α׵<CEB1>.
void GuildCreate(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void GuildJoin(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void GuildLeave(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> Ż<><C5BB>
void GuildMemberLevelAdjust(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void GuildRightsLevelChange(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void GuildLevelChange(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void GuildMarkChange(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD>帶ũ <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>
void GuildStoreGoldChange(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20>ݰ<EFBFBD> <20><><EFBFBD><EFBFBD>
void GuildDispose(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20>Ҹ<EFBFBD><D2B8><EFBFBD>
// <20><> <20>̵<EFBFBD> <20>α<EFBFBD>.
void ZoneMoveLog(CString& Result, const sLogBase* lpLogBase); // ij<><C4B3><EFBFBD><EFBFBD> <20><> <20>̵<EFBFBD>
void ItemAttachOption(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ɼ<EFBFBD> <20>̽<EFBFBD>
void ItemCompensation(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void TicketBuySkillBook(CString& Result, const sLogBase* lpLogBase); // <20><>ȯ<EFBFBD><C8AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD>
void UpgradeItemV2(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>׷<EFBFBD><D7B7>̵<EFBFBD> <20>α<EFBFBD>
void MonsterDead(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>α<EFBFBD>
void FameGetBattle(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void FameLoseBattle(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void FameGetCamp(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void FameLoseCamp(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void QuestGetReward(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
};
namespace DetailInfo
{
void ShowCharacterInfo(const sLogBase* lpLogBase);
void ShowItemInfo(CString& Title, const Item::CItem* lpItem);
void GetMinItemInfo(CString& Result, const GAMELOG::sMinItemInfo& minItemInfo);
CString GetDetailItemInfo(const Item::CItem* lpItem);
void CharCreate(const sLogBase* lpLogBase);
void CharDelete(const sLogBase* lpLogBase);
void CharLevelUp(const sLogBase* lpLogBase);
void CharBindPos(const sLogBase* lpLogBase);
void CharDead(const sLogBase* lpLogBase);
void CharRespawn(const sLogBase* lpLogBase);
void MoveItem(const sLogBase* lpLogBase);
void SwapItem(const sLogBase* lpLogBase);
void UseItem(const sLogBase* lpLogBase);
void SplitItem(const sLogBase* lpLogBase);
void UseLottery(const sLogBase* lpLogBase);
void PickupItem(CString& Title, const sLogBase* lpLogBase);
void DropItem(CString& Title, const sLogBase* lpLogBase);
void TradeItem(CString& Title, const sLogBase* lpLogBase);
void HackDoubtItem(CString& Title, const sLogBase* lpLogBase);
void ExchangeItem(const sLogBase* lpLogBase);
void InstallSocketItem(const sLogBase* lpLogBase);
void UpgradeItem(const sLogBase* lpLogBase);
void GuildRightsChange(const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void ItemAttachOption(const sLogBase* lpLogBase);
void ItemCompensation(const sLogBase* lpLogBase);
void UpgradeItemV2(const sLogBase* lpLogBase);
void MonsterDead(const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>α<EFBFBD>
};
};
#endif