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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#include "stdafx.h"
#include "CastleDB.h"
#include <Creature/Siege/SiegeObjectDB.h>
#include <Creature/Siege/CastleGateDB.h>
#include <Community/Guild/GuildDB.h>
#include <Community/Guild/GuildDBMgr.h>
#include <DB/DBComponent.h>
#include <Castle/CastleDBComponent.h>
#include <Castle/CastleDBMgr.h>
#include <GameTime/GameTimeDBMgr.h>
#include <Network/Packet/WrapPacket.h>
#include <Network/Packet/PacketCommand.h>
#include <Network/Packet/PacketStruct/ServerInfo.h>
#include <Network/Dispatch/GameDispatch.h>
#include <Utility/Setup/ServerSetup.h>
#include <Log/ServerLog.h>
CCastleDB::CCastleDB(CDBComponent& DBComponent, const CastleInfoDB& CastleInfo)
: m_dwCastleID(Castle::CASTLE_BIT | CastleInfo.m_dwCastleID),
m_cNation(CastleInfo.m_cNation),
m_cZone(CastleInfo.m_cZone),
m_cChannel(CastleInfo.m_cChannel),
m_cNameID(CastleInfo.m_cNameID),
m_cSiegeCount(CastleInfo.m_cSiegeCount),
m_cInvincibleCount(CastleInfo.m_cInvincibleCount),
m_wTotalSiegeCount(CastleInfo.m_wTotalSiegeCount),
m_dwTotalTaxMoney(CastleInfo.m_dwTotalTaxMoney),
m_wItemID(CastleInfo.m_wItemID),
m_cItemNum(CastleInfo.m_cItemNum),
m_bEnableSiege(false),
m_DBComponent(DBComponent)
{
::memcpy(&m_CastleRight, CastleInfo.m_szRight, sizeof(CastleRight));
m_BackDoorPos[0] = CastleInfo.m_InPos;
m_BackDoorPos[1] = CastleInfo.m_OutPos;
::memset(&m_CastleTax, 0, sizeof(CastleTaxInfo) * Castle::MAX_TAX_TYPE);
CheckEnableSiege( CGameTimeDBMgr::GetInstance().IsSiegeWarTime() );
}
CCastleDB::~CCastleDB()
{
}
bool CCastleDB::ChangeCastleMaster(unsigned char cNation)
{
m_cNation = cNation;
m_cSiegeCount = 0;
m_cInvincibleCount = Castle::INVINCIBLE_COUNT;
m_wTotalSiegeCount = 0;
m_dwTotalTaxMoney = 0;
m_wItemID = 0;
m_cItemNum = 0;
m_bEnableSiege = (m_cInvincibleCount > 0) ? false : true;
m_CastleRight = CastleRight();
::memset(&m_CastleTax, 0, sizeof(CastleTaxInfo) * Castle::MAX_TAX_TYPE);
m_AccumulatedMineralMap.clear();
m_TemporaryMineralMap.clear();
// DB 에 정보 저장
DBComponent::CastleDB::UpdateCastleInfo(m_DBComponent, m_dwCastleID, m_cNation, m_cSiegeCount, m_cInvincibleCount,
m_wTotalSiegeCount, m_dwTotalTaxMoney, m_wItemID, m_cItemNum);
DBComponent::CastleDB::DeleteCastleTaxInfo(m_DBComponent, m_dwCastleID);
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID);
DBComponent::CastleDB::UpdateCastleRight(m_DBComponent, m_dwCastleID, reinterpret_cast<char *>(&m_CastleRight), sizeof(CastleRight));
// 성 오브젝트들의 소유 국가들을 모두 변경한다.
ChangeCastleObjectNation(cNation);
// 수성 병기를 병기 관리 NPC 로 돌려놓는다.
DestroyAllCastleArms();
// 공성 가능 정보 변경 전송
CGameTimeDBMgr::GetInstance().SendGameTimeInfo( GetCastleID() );
return true;
}
bool CCastleDB::InsertCastleObject(CSiegeObjectDB* lpCastleObject)
{
if (lpCastleObject)
{
lpCastleObject->SetNation(m_cNation);
lpCastleObject->SetZoneChannel(m_cZone, m_cChannel);
return m_CastleObjectMap.insert(std::make_pair(lpCastleObject->GetCID(), lpCastleObject)).second;
}
return false;
}
bool CCastleDB::DeleteCastleObject(unsigned long dwCID)
{
return true;
}
bool CCastleDB::DeleteCastleObject(CSiegeObjectDB* lpSiegeObject)
{
return true;
}
void CCastleDB::LoseOwnership()
{
m_cNation = 0;
m_cSiegeCount = 0;
m_cInvincibleCount = 0;
m_wTotalSiegeCount = 0;
m_dwTotalTaxMoney = 0;
m_wItemID = 0;
m_cItemNum = 0;
m_bEnableSiege = true;
m_CastleRight = CastleRight();
::memset(&m_CastleTax, 0, sizeof(CastleTaxInfo) * Castle::MAX_TAX_TYPE);
m_AccumulatedMineralMap.clear();
m_TemporaryMineralMap.clear();
// DB 업데이트..
DBComponent::CastleDB::UpdateCastleInfo(m_DBComponent, m_dwCastleID, m_cNation, m_cSiegeCount, m_cInvincibleCount,
m_wTotalSiegeCount, m_dwTotalTaxMoney, m_wItemID, m_cItemNum);
DBComponent::CastleDB::DeleteCastleTaxInfo(m_DBComponent, m_dwCastleID);
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID);
DBComponent::CastleDB::UpdateCastleRight(m_DBComponent, m_dwCastleID, reinterpret_cast<char *>(&m_CastleRight), sizeof(CastleRight));
// 성 오브젝트 중립화
ChangeCastleObjectNation(0);
// 수성 병기를 병기 관리 NPC 로 돌려놓는다.
DestroyAllCastleArms();
// 성 소유 중립화 명령 전송
CSiegeObjectDB* lpEmblem = GetCastleEmblem();
if (lpEmblem)
{
lpEmblem->SendCastleCmd(0, PktCastleCmd::CASTLE_LOSE_OWNERSHIP);
}
// 공성 가능 정보 변경 전송
CGameTimeDBMgr::GetInstance().SendGameTimeInfo( GetCastleID() );
}
void CCastleDB::CloseCastleGate()
{
CSiegeObjectDB* lpGate = GetCastleGate();
if (lpGate)
{
// HP 를 Full 로 하는것은 게임 서버에서 얼마로 채울것인지 보내준다.
static_cast<CCastleGateDB* >(lpGate)->ForceClose();
}
}
void CCastleDB::OpenCastleGate()
{
CSiegeObjectDB* lpGate = GetCastleGate();
if (lpGate)
{
// HP 를 Full 로 하는것은 게임 서버에서 얼마로 채울것인지 보내준다.
static_cast<CCastleGateDB* >(lpGate)->ForceOpen();
}
}
void CCastleDB::ChangeCastleObjectNation(unsigned char cNation)
{
CastleObjectMap::iterator itr = m_CastleObjectMap.begin();
CastleObjectMap::iterator end = m_CastleObjectMap.end();
CSiegeObjectDB* lpCastleObject = NULL;
while (itr != end)
{
lpCastleObject = itr->second;
if (lpCastleObject)
{
lpCastleObject->SetNation(cNation);
}
++itr;
}
}
void CCastleDB::DestroyAllCastleArms()
{
CastleObjectMap::iterator itr = m_CastleObjectMap.begin();
CastleObjectMap::iterator end = m_CastleObjectMap.end();
CSiegeObjectDB* lpCastleObject = NULL;
while (itr != end)
{
lpCastleObject = itr->second;
if (lpCastleObject && lpCastleObject->IsCastleArms())
{
lpCastleObject->Destroy(); // 수성 병기들은 병기 관리 NPC 로 돌려놓는다.
// 중계서버에서 파괴된 각자의 패킷을 보내지 않고,
// 중계서버와 게임서버가 각자 처리하도록 해놓았음..
//lpCastleObject->SendCastleCmd(0, PktCastleCmd::CASTLE_DESTROY_ARMS);
}
++itr;
}
}
CSiegeObjectDB* CCastleDB::GetCastleEmblem()
{
CastleObjectMap::iterator itr = m_CastleObjectMap.begin();
CSiegeObjectDB* lpCastleObject = NULL;
while (itr != m_CastleObjectMap.end())
{
lpCastleObject = itr->second;
if (lpCastleObject && lpCastleObject->IsEmblem())
{
return lpCastleObject;
}
++itr;
}
return NULL;
}
CSiegeObjectDB* CCastleDB::GetCastleGate()
{
CastleObjectMap::iterator itr = m_CastleObjectMap.begin();
CSiegeObjectDB* lpCastleObject = NULL;
while (itr != m_CastleObjectMap.end())
{
lpCastleObject = itr->second;
if (lpCastleObject && lpCastleObject->IsGate())
{
return lpCastleObject;
}
++itr;
}
return NULL;
}
CSiegeObjectDB* CCastleDB::GetCastleObject(unsigned long dwCastleObjectID)
{
CastleObjectMap::iterator itr = m_CastleObjectMap.find(dwCastleObjectID);
if (itr != m_CastleObjectMap.end()) return itr->second;
return NULL;
}
void CCastleDB::CheckEnableSiege(bool bIsSiegeTime)
{
if (bIsSiegeTime == m_bEnableSiege)
{
return;
}
m_bEnableSiege = false;
if (bIsSiegeTime && 0 == m_cInvincibleCount)
{
m_bEnableSiege = true;
}
}
void CCastleDB::UpdateSiegeCount()
{
SERVER_ID serverID;
serverID.sID.Type = CServerSetup::GameServer;
serverID.sID.Group = CServerSetup::GetInstance().GetServerGroup();
serverID.sID.Channel = m_cChannel;
serverID.sID.ID = m_cZone;
GET_MULTI_DISPATCH(lpGameDispatch, serverID.dwID,
DBAgent::CGameDispatch, DBAgent::CGameDispatch::GetDispatchTable());
if (m_bEnableSiege)
{
++m_wTotalSiegeCount;
}
if (m_cInvincibleCount)
{
--m_cInvincibleCount;
}
++m_cSiegeCount;
if (m_cSiegeCount >= Castle::TEMP_TAX_GAIN_COUNT)
{
m_cSiegeCount = 0;
unsigned long dwMoveTempMoney[ Castle::MAX_TAX_TYPE ] = { 0, };
for (int i=0; i<Castle::MAX_TAX_TYPE; ++i)
{
dwMoveTempMoney[ i ] = m_CastleTax[ i ].m_dwTempTaxMoney;
m_CastleTax[ i ].m_dwTaxMoney += m_CastleTax[ i ].m_dwTempTaxMoney;
m_CastleTax[ i ].m_dwTempTaxMoney = 0;
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTaxMoney(m_DBComponent, m_dwCastleID, i, m_CastleTax[ i ].m_dwTempTaxMoney, m_CastleTax[ i ].m_dwTaxMoney);
}
// 누적 세금 정보 전송
if (NULL != lpGameDispatch)
{
CSendStream& SendStream = lpGameDispatch->GetSendStream();
char* lpBuffer = SendStream.GetBuffer(sizeof(PktCastleTaxMove));
if (NULL != lpBuffer)
{
PktCastleTaxMove* lpPktCastleTaxMove = reinterpret_cast<PktCastleTaxMove*>(lpBuffer);
lpPktCastleTaxMove->m_dwCastleID = m_dwCastleID;
for (int j=0; j<Castle::MAX_TAX_TYPE; ++j)
{
lpPktCastleTaxMove->m_dwMoveTempMoney[ j ] = dwMoveTempMoney[ j ];
lpPktCastleTaxMove->m_dwResultTaxMoney[ j ] = m_CastleTax[ j ].m_dwTaxMoney;
}
SendStream.WrapHeader(sizeof(PktCastleTaxMove), CmdCastleTaxMove, 0, 0);
}
}
}
// DB 업데이트
DBComponent::CastleDB::UpdateCastleSiegeCount(m_DBComponent, m_dwCastleID, m_cSiegeCount, m_cInvincibleCount, m_wTotalSiegeCount);
// 공성 횟수 정보 전송
if (NULL != lpGameDispatch)
{
CSendStream& SendStream = lpGameDispatch->GetSendStream();
char* lpBuffer = SendStream.GetBuffer(sizeof(PktCastleSiegeCount));
if (NULL != lpBuffer)
{
PktCastleSiegeCount* lpPktCastleSiegeCount = reinterpret_cast<PktCastleSiegeCount*>(lpBuffer);
lpPktCastleSiegeCount->m_dwCastleID = m_dwCastleID;
lpPktCastleSiegeCount->m_cSiegeCount = m_cSiegeCount;
lpPktCastleSiegeCount->m_cInvincibleCount = m_cInvincibleCount;
lpPktCastleSiegeCount->m_wTotalSiegeCount = m_wTotalSiegeCount;
SendStream.WrapHeader(sizeof(PktCastleSiegeCount), CmdCastleSiegeCount, 0, 0);
}
}
// 세율 조정 가능 변수 초기화
for (int i=0; i<Castle::MAX_TAX_TYPE; ++i)
{
m_CastleTax[ i ].m_cTaxChangable = Castle::TAX_ENABLE;
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTaxChangable(m_DBComponent, m_dwCastleID, i, Castle::TAX_ENABLE);
}
}
// 거두어 들인 세금을 길드 금고로
void CCastleDB::TakeTaxMoney(unsigned char cType, unsigned long dwTakeTaxMoney)
{
// CASTLE_TODO : 성이 길드 소유가 아니므로 일단 구현부분을 주석 처리 해둔다.
/*
// edith 세금 부분 추가 (주석처리 뺐음)
Guild::CGuildDB* lpGuild = static_cast<Guild::CGuildDB*>(
Guild::CGuildDBMgr::GetInstance().GetGuild(m_dwGID));
if (lpGuild)
{
if (Castle::CAMP_MINERAL_TAX == cType)
{
m_dwTotalTaxMoney += dwTakeTaxMoney;
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTotalTaxMoney(m_DBComponent, m_dwCastleID, m_dwTotalTaxMoney);
}
else
{
lpGuild->AddGold(dwTakeTaxMoney);
m_CastleTax[ cType ].m_dwTaxMoney -= dwTakeTaxMoney;
m_dwTotalTaxMoney += dwTakeTaxMoney;
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTaxMoney(m_DBComponent, m_dwCastleID, cType,
m_CastleTax[cType].m_dwTempTaxMoney, m_CastleTax[cType].m_dwTaxMoney);
DBComponent::CastleDB::UpdateCastleTotalTaxMoney(m_DBComponent, m_dwCastleID, m_dwTotalTaxMoney);
}
}
*/
}
// 광물 세금 회수
bool CCastleDB::GainMineral(unsigned short wMineralID, unsigned short wAmount)
{
MineralInfoMap::iterator itr = m_AccumulatedMineralMap.find(wMineralID);
if (itr != m_AccumulatedMineralMap.end())
{
if (itr->second < wAmount)
{
ERRLOG4(g_Log, "획득할려는 아이템 수보다 현재 누적된 아이템 수가 더 적습니다.( CastleID : 0x%08x, MineralID : %d, CurrentAmount : %d, GainAmount : %d )",
m_dwCastleID, wMineralID, itr->second, wAmount);
return false;
}
else
{
if (itr->second == wAmount)
{
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID, Siege::ACCUMULATED_MINERAL, wMineralID);
m_AccumulatedMineralMap.erase(itr);
}
else
{
itr->second -= wAmount;
DBComponent::CastleDB::UpdateCastleMineralInfo(m_DBComponent, m_dwCastleID, Siege::ACCUMULATED_MINERAL, wMineralID, itr->second);
}
return true;
}
}
return false;
}
// 게임 서버로부터 임시 세금정보 업데이트
bool CCastleDB::SetTempTaxMoney(unsigned long* dwTempTaxMoney, unsigned long* dwTaxMoney)
{
if (NULL == dwTempTaxMoney || NULL == dwTaxMoney)
{
return false;
}
for (int i=0; i<Castle::MAX_TAX_TYPE; ++i)
{
// 누적 세금 정보가 같을 때만 업데이트한다.!!
// (GS -> DBA : 임시 세금 정보 패킷전송, DBA -> GS : 임시 세금 -> 누적세금 패킷전송 간의 시간차로 인한 문제가 없게하기 위해)
if (m_CastleTax[ i ].m_dwTaxMoney == dwTaxMoney[ i ])
{
m_CastleTax[ i ].m_dwTempTaxMoney = dwTempTaxMoney[ i ];
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTaxMoney(m_DBComponent, m_dwCastleID, i,
m_CastleTax[i].m_dwTempTaxMoney, m_CastleTax[i].m_dwTaxMoney);
}
}
return true;
}
// 게임 서버로부터 광물 세금정보 업데이트
bool CCastleDB::SetMineralInfo(unsigned char cMineralType, unsigned char cNum, CastleMineral* lpMineralInfo)
{
switch (cMineralType)
{
case Siege::TEMPORARY_MINERAL :
{
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID, cMineralType);
m_TemporaryMineralMap.clear();
for (int i=0; i<cNum; ++i)
{
DBComponent::CastleDB::InsertCastleMineralInfo(m_DBComponent, m_dwCastleID, cMineralType,
lpMineralInfo->m_wMineralID, lpMineralInfo->m_wAmount);
InsertMineralInfo(cMineralType, *lpMineralInfo);
++lpMineralInfo;
}
}
break;
case Siege::ACCUMULATED_MINERAL :
{
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID, cMineralType);
m_AccumulatedMineralMap.clear();
for (int i=0; i<cNum; ++i)
{
DBComponent::CastleDB::InsertCastleMineralInfo(m_DBComponent, m_dwCastleID, cMineralType,
lpMineralInfo->m_wMineralID, lpMineralInfo->m_wAmount);
InsertMineralInfo(cMineralType, *lpMineralInfo);
++lpMineralInfo;
}
}
break;
default: return false;
}
return true;
}
void CCastleDB::SetTax(unsigned char cType, unsigned char cTax) // 세율 변경
{
if (cType < Castle::MAX_TAX_TYPE)
{
m_CastleTax[ cType ].m_cTax = cTax;
m_CastleTax[ cType ].m_cTaxChangable = Castle::TAX_DISABLE;
DBComponent::CastleDB::UpdateCastleTax(m_DBComponent, m_dwCastleID, cType, cTax);
DBComponent::CastleDB::UpdateCastleTaxChangable(m_DBComponent, m_dwCastleID, cType, Castle::TAX_DISABLE);
}
}
bool CCastleDB::SetTaxInfo(const CastleTaxInfoDB& taxInfo)
{
if (taxInfo.m_cTaxType < Castle::MAX_TAX_TYPE)
{
m_CastleTax[ taxInfo.m_cTaxType ].m_cTaxType = taxInfo.m_cTaxType;
m_CastleTax[ taxInfo.m_cTaxType ].m_cTax = taxInfo.m_cTax;
m_CastleTax[ taxInfo.m_cTaxType ].m_dwTempTaxMoney = taxInfo.m_dwTempTaxMoney;
m_CastleTax[ taxInfo.m_cTaxType ].m_dwTaxMoney = taxInfo.m_dwTaxMoney;
m_CastleTax[ taxInfo.m_cTaxType ].m_cTaxChangable = taxInfo.m_cTaxChangable;
return true;
}
else
{
// TODO : Log
}
return false;
}
bool CCastleDB::SetMineralInfo(const CastleMineralInfoDB& mineralInfo)
{
if (mineralInfo.m_wAmount > 0)
{
switch (mineralInfo.m_cFlag)
{
case Siege::ACCUMULATED_MINERAL :
{
m_AccumulatedMineralMap.insert( std::make_pair(mineralInfo.m_wMineralID, mineralInfo.m_wAmount) ).second;
}
break;
case Siege::TEMPORARY_MINERAL :
{
m_TemporaryMineralMap.insert( std::make_pair(mineralInfo.m_wMineralID, mineralInfo.m_wAmount) ).second;
}
break;
default: return false;
}
}
return true;
}
bool CCastleDB::InsertMineralInfo(unsigned char cMineralType, const CastleMineral& mineralInfo)
{
if (mineralInfo.m_wAmount > 0)
{
switch (cMineralType)
{
case Siege::ACCUMULATED_MINERAL :
{
m_AccumulatedMineralMap.insert( std::make_pair(mineralInfo.m_wMineralID, mineralInfo.m_wAmount) ).second;
}
break;
case Siege::TEMPORARY_MINERAL :
{
m_TemporaryMineralMap.insert( std::make_pair(mineralInfo.m_wMineralID, mineralInfo.m_wAmount) ).second;
}
break;
default: return false;
}
}
return true;
}
void CCastleDB::SetRight(CastleRight castleRight) // 관리 권한 변경
{
m_CastleRight = castleRight;
DBComponent::CastleDB::UpdateCastleRight(m_DBComponent, m_dwCastleID, reinterpret_cast<char*>(&m_CastleRight), sizeof(CastleRight));
}
void CCastleDB::SetUpgradeItemInfo(unsigned short wItemID, unsigned char cItemNum)
{
m_wItemID = wItemID;
m_cItemNum = cItemNum;
DBComponent::CastleDB::UpdateCastleUpgradeItemInfo(m_DBComponent, m_dwCastleID, m_wItemID, m_cItemNum);
}

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#ifndef _RYL_DBAGENT_CASTLE_DB_H_
#define _RYL_DBAGENT_CASTLE_DB_H_
#pragma once
#include <map>
#include <Castle/CastleConstants.h>
#include <Creature/CreatureStructure.h>
#include <Network/Packet/PacketStruct/CastlePacket.h>
// 전방 참조
class CSiegeObjectDB;
class CDBComponent;
namespace Castle
{
class CCastleDB
{
public:
~CCastleDB();
// 타입 정의
typedef std::map<unsigned short, unsigned short> MineralInfoMap; // <wMineralID, wAmount>
typedef std::map<unsigned long, CSiegeObjectDB*> CastleObjectMap; // <ObjectCID, lpCastleObject>
bool ChangeCastleMaster(unsigned char cNation); // 성주 변경
void LoseOwnership(); // 성 소유를 중립화
void CloseCastleGate(); // 성문을 닫는다.
void OpenCastleGate(); // 성문을 연다. (부셔진 경우 복구)
void ChangeCastleObjectNation(unsigned char cNation); // 수성 오브젝트들의 국적을 변경
void DestroyAllCastleArms(); // 수성 병기들을 병기 관리 NPC 로 만든다.
bool InsertCastleObject(CSiegeObjectDB* lpCastleObject); // 성 오브젝트 추가
bool DeleteCastleObject(unsigned long dwCID); // 공성 병기 삭제
bool DeleteCastleObject(CSiegeObjectDB* lpCastleObject); // 공성 병기 삭제
CSiegeObjectDB* GetCastleEmblem();
CSiegeObjectDB* GetCastleGate();
CSiegeObjectDB* GetCastleObject(unsigned long dwCastleObjectID);
void CheckEnableSiege(bool bIsSiegeTime);
// 공성 시간이 끝난 후 갱신된 성 정보 전송
void UpdateSiegeCount();
void SetTax(unsigned char cType, unsigned char cTax); // 세율 변경
void TakeTaxMoney(unsigned char cType, unsigned long dwTakeTaxMoney); // 세금 회수
bool GainMineral(unsigned short wMineralID, unsigned short wAmount); // 광물 세금 회수
bool SetTempTaxMoney(unsigned long* dwTempTaxMoney, unsigned long* dwTaxMoney); // 게임 서버로부터 임시 세금정보 업데이트
bool SetMineralInfo(unsigned char cMineralType, unsigned char cNum, CastleMineral* lpMineralInfo); // 게임 서버로부터 광물 세금정보 업데이트
bool InsertMineralInfo(unsigned char cMineralType, const CastleMineral& mineralInfo); // Mineral 추가
void SetRight(CastleRight castleRight); // 관리 권한 변경
void SetUpgradeItemInfo(unsigned short wItemID, unsigned char cItemNum);
bool SetTaxInfo(const CastleTaxInfoDB& taxInfo); // DB 에서 읽어들인 Tax 정보 설정
bool SetMineralInfo(const CastleMineralInfoDB& mineralInfo); // DB 에서 읽어들인 Mineral 정보 설정
unsigned long GetCastleID() const { return m_dwCastleID; }
unsigned long GetNation() const { return m_cNation; }
unsigned char GetZone() const { return m_cZone; }
unsigned char GetChannel() const { return m_cChannel; }
unsigned char GetTax(unsigned char cType) const { return m_CastleTax[cType].m_cTax; }
unsigned long GetTaxMoney(unsigned char cType) const { return m_CastleTax[cType].m_dwTaxMoney; }
unsigned char GetSiegeCount() const { return m_cSiegeCount; }
unsigned char GetInvincibleCount() const { return m_cInvincibleCount; }
unsigned short GetTotalSiegeCount() const { return m_wTotalSiegeCount; }
unsigned long GetTotalTaxMoney() const { return m_dwTotalTaxMoney; }
bool GetEnableSiege() const { return m_bEnableSiege; }
private:
CCastleDB(CDBComponent& DBComponent, const CastleInfoDB& CastleInfo);
CastleObjectMap m_CastleObjectMap; // 성 관련 오브젝트맵
unsigned long m_dwCastleID; // 성 혹은 마을 ID
unsigned char m_cNation; // 성을 차지한 국가
unsigned char m_cZone; // 성이 있는 존 번호
unsigned char m_cChannel; // 성이 있는 채널 번호
unsigned char m_cNameID; // 성의 이름 ID ( 1부터~~ )
unsigned char m_cSiegeCount; // 공성 횟수
unsigned char m_cInvincibleCount; // 무적 횟수
unsigned short m_wTotalSiegeCount; // 누적 공성 횟수
unsigned long m_dwTotalTaxMoney; // 누적 세금 회수량
unsigned short m_wItemID; // 업그레이드에 사용할 보석 아이템 ID
unsigned char m_cItemNum; // 업그레이드에 사용할 보석 아이템 갯수
CastleRight m_CastleRight; // 성 관리 권한
Position m_BackDoorPos[2]; // 뒷문 사용시 안/밖위치
CastleTaxInfo m_CastleTax[Castle::MAX_TAX_TYPE]; // 세율 및 세금 정보
MineralInfoMap m_AccumulatedMineralMap; // 누적 광물 세금
MineralInfoMap m_TemporaryMineralMap; // 임시 광물 세금
bool m_bEnableSiege; // 현재 공성이 가능한가?
CDBComponent& m_DBComponent;
friend class CCastleDBMgr;
};
}
#endif // _RYL_DBAGENT_CASTLE_DB_H_

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#include "stdafx.h"
#include "CastleDB.h"
#include "CastleDBMgr.h"
#include <DB/DBComponent.h>
#include <Log/ServerLog.h>
#include <Utility/Setup/ServerSetup.h>
#include <Utility/TokenlizedFile.h>
#include <Network/Packet/PacketCommand.h>
#include <Network/Packet/WrapPacket.h>
#include <Network/Packet/PacketStruct/CastlePacket.h>
#include <Network/Stream/SendStream.h>
#include <Network/Dispatch/GameDispatch.h>
#include <Creature/Siege/SiegeConstants.h>
#include <Creature/Siege/SiegeObjectDB.h>
#include <Creature/Siege/SiegeObjectDBMgr.h>
#include <Castle/CastleConstants.h>
#include <Castle/CastleDB.h>
#include <Castle/CastleDBComponent.h>
#include <atltime.h>
using namespace Castle;
using namespace Siege;
CCastleDB* CCastleDBMgr::CreateCastleDB(const CastleInfoDB& CastleInfo)
{
return 0 != m_lpDBComponent ? new CCastleDB(*m_lpDBComponent, CastleInfo) : 0;
}
void CCastleDBMgr::DeleteCastleDB(CCastleDB* lpCastleDB)
{
delete lpCastleDB;
}
CCastleDBMgr& CCastleDBMgr::GetInstance()
{
static CCastleDBMgr castleDBMgr;
return castleDBMgr;
}
CCastleDBMgr::CCastleDBMgr()
: m_lpDBComponent(0),
m_CastlePool(sizeof(CCastleDB))
{
}
CCastleDBMgr::~CCastleDBMgr()
{
Destroy();
}
bool CCastleDBMgr::Initialize(CDBComponent& DBComponent)
{
m_lpDBComponent = &DBComponent;
if (true == CServerSetup::GetInstance().UseContents(GameRYL::SIEGE))
{
if (false == ReadCastleInfoDB()) return false;
if (false == ReadCastleTaxInfoDB()) return false;
if (false == ReadCastleMineralInfoDB()) return false;
}
return true;
}
void CCastleDBMgr::Destroy()
{
if (0 == m_CastleMap.size()) return;
CastleMap::iterator CastleItr = m_CastleMap.begin();
CastleMap::iterator CastleEnd = m_CastleMap.end();
while (CastleItr != CastleEnd)
{
CCastleDB* lpCastleDB = CastleItr->second;
if (lpCastleDB)
{
DeleteCastleDB(lpCastleDB);
}
++CastleItr;
}
m_CastleMap.clear();
}
void CCastleDBMgr::CheckEnableSiegeForAllCastle(bool bIsSiegeTime)
{
CCastleDB* lpCastle;
CastleMap::iterator itr = m_CastleMap.begin();
while (itr != m_CastleMap.end())
{
lpCastle = itr->second;
if (lpCastle)
{
lpCastle->CheckEnableSiege(bIsSiegeTime);
}
++itr;
}
}
void CCastleDBMgr::UpdateSiegeCount()
{
CCastleDB* lpCastle;
CastleMap::iterator itr = m_CastleMap.begin();
while (itr != m_CastleMap.end())
{
lpCastle = itr->second;
if (lpCastle)
{
lpCastle->UpdateSiegeCount();
}
++itr;
}
}
void CCastleDBMgr::DestroyAllCastleArms()
{
CCastleDB* lpCastle;
CastleMap::iterator itr = m_CastleMap.begin();
while (itr != m_CastleMap.end())
{
lpCastle = itr->second;
if (lpCastle)
{
lpCastle->DestroyAllCastleArms();
}
++itr;
}
}
void CCastleDBMgr::CloseCastleGate()
{
CCastleDB* lpCastle;
CastleMap::iterator itr = m_CastleMap.begin();
while (itr != m_CastleMap.end())
{
lpCastle = itr->second;
if (lpCastle)
{
lpCastle->CloseCastleGate();
}
++itr;
}
}
void CCastleDBMgr::OpenCastleGate()
{
CCastleDB* lpCastle;
CastleMap::iterator itr = m_CastleMap.begin();
while (itr != m_CastleMap.end())
{
lpCastle = itr->second;
if (lpCastle && !lpCastle->GetEnableSiege())
{
lpCastle->OpenCastleGate();
}
++itr;
}
}
bool CCastleDBMgr::ReadCastleInfoDB()
{
const int MAX_ROWS = 10;
int nGetRows = 0;
char szBuffer[CDBComponent::QUERY_BUFFER_LEN];
_snprintf(szBuffer, CDBComponent::QUERY_BUFFER_LEN - 1,
"SELECT "
"TblCastleInfo.nCastleID, "
"TblCastleInfo.tnNation, "
"TblCastleInfo.tnZone, "
"TblCastleInfo.tnChannel, "
"TblCastleInfo.tnName, "
"TblCastleInfo.tnSiegeCount, "
"TblCastleInfo.tnInvincibleCount, "
"TblCastleInfo.snTotalSiegeCount, "
"TblCastleInfo.nTotalTaxMoney, "
"TblCastleInfo.bRight, "
"TblCastleInfo.fPosInX, "
"TblCastleInfo.fPosInY, "
"TblCastleInfo.fPosInZ, "
"TblCastleInfo.fPosOutX, "
"TblCastleInfo.fPosOutY, "
"TblCastleInfo.fPosOutZ, "
"TblCastleInfo.snItemID, "
"TblCastleInfo.tnItemNum "
"FROM TblCastleInfo");
szBuffer[CDBComponent::QUERY_BUFFER_LEN - 1] = 0;
if (0 == m_lpDBComponent || !m_lpDBComponent->ExecuteQuery(szBuffer))
{
ERRLOG2(g_Log, "Castle DB 얻어오기 실패 : %s %s",
m_lpDBComponent->GetErrorString(), m_lpDBComponent->GetQueryBuffer());
return false;
}
CastleInfoDB* castleInfo = new CastleInfoDB[MAX_ROWS];
memset(castleInfo, 0, sizeof(CastleInfoDB) * MAX_ROWS);
while (m_lpDBComponent->GetData((void**)castleInfo, sizeof(CastleInfoDB), MAX_ROWS, &nGetRows))
{
if (0 == nGetRows) { break; }
for (CastleInfoDB* lpCastleInfo = castleInfo; nGetRows > 0; --nGetRows, ++lpCastleInfo)
{
CreateCastle(*lpCastleInfo);
}
memset(castleInfo, 0, sizeof(CastleInfoDB) * MAX_ROWS);
}
delete [] castleInfo;
return true;
}
bool CCastleDBMgr::ReadCastleTaxInfoDB()
{
const int MAX_ROWS = 1000;
int nGetRows = 0;
char szBuffer[CDBComponent::QUERY_BUFFER_LEN];
_snprintf(szBuffer, CDBComponent::QUERY_BUFFER_LEN - 1,
"SELECT "
"TblCastleTaxInfo.nCastleID, "
"TblCastleTaxInfo.tnType, "
"TblCastleTaxInfo.tnTax, "
"TblCastleTaxInfo.nTempMoney, "
"TblCastleTaxInfo.nTaxMoney, "
"TblCastleTaxInfo.tnTaxChangable "
"FROM TblCastleInfo, TblCastleTaxInfo WHERE "
"TblCastleInfo.nCastleID = TblCastleTaxInfo.nCastleID");
szBuffer[CDBComponent::QUERY_BUFFER_LEN - 1] = 0;
if (0 == m_lpDBComponent || !m_lpDBComponent->ExecuteQuery(szBuffer))
{
ERRLOG0(g_Log, "Castle Tax DB 얻어오기 실패");
return false;
}
CastleTaxInfoDB* castleTaxInfo = new CastleTaxInfoDB[MAX_ROWS];
memset(castleTaxInfo, 0, sizeof(CastleTaxInfoDB) * MAX_ROWS);
while (m_lpDBComponent->GetData((void**)castleTaxInfo, sizeof(CastleTaxInfoDB), MAX_ROWS, &nGetRows))
{
if (0 == nGetRows) { break; }
for (CastleTaxInfoDB* lpCastleTaxInfo = castleTaxInfo; nGetRows > 0; --nGetRows, ++lpCastleTaxInfo)
{
unsigned long dwCastleID = Castle::CASTLE_BIT | lpCastleTaxInfo->m_dwCastleID;
CCastleDB* lpCastle = GetCastle(dwCastleID);
if (NULL != lpCastle)
{
lpCastle->SetTaxInfo(*lpCastleTaxInfo);
}
}
memset(castleTaxInfo, 0, sizeof(CastleTaxInfoDB) * MAX_ROWS);
}
delete [] castleTaxInfo;
return true;
}
bool CCastleDBMgr::ReadCastleMineralInfoDB()
{
const int MAX_ROWS = 10240;
int nGetRows = 0;
char szBuffer[CDBComponent::QUERY_BUFFER_LEN];
_snprintf(szBuffer, CDBComponent::QUERY_BUFFER_LEN - 1,
"SELECT "
"TblCastleMineralInfo.nCastleID, "
"TblCastleMineralInfo.snMineralID, "
"TblCastleMineralInfo.snAmount, "
"TblCastleMineralInfo.tnFlag "
"FROM TblCastleInfo, TblCastleMineralInfo WHERE "
"TblCastleInfo.nCastleID = TblCastleMineralInfo.nCastleID");
szBuffer[CDBComponent::QUERY_BUFFER_LEN - 1] = 0;
if (0 == m_lpDBComponent || !m_lpDBComponent->ExecuteQuery(szBuffer))
{
ERRLOG0(g_Log, "Castle Mineral DB 얻어오기 실패");
return false;
}
CastleMineralInfoDB* mineralInfo = new CastleMineralInfoDB[MAX_ROWS];
memset(mineralInfo, 0, sizeof(CastleMineralInfoDB) * MAX_ROWS);
while (m_lpDBComponent->GetData((void**)mineralInfo, sizeof(CastleMineralInfoDB), MAX_ROWS, &nGetRows))
{
if (0 == nGetRows) { break; }
for (CastleMineralInfoDB* lpMineralInfo = mineralInfo; nGetRows > 0; --nGetRows, ++lpMineralInfo)
{
unsigned long dwCastleID = Castle::CASTLE_BIT | lpMineralInfo->m_dwCastleID;
CCastleDB* lpCastle = GetCastle(dwCastleID);
if (NULL != lpCastle)
{
lpCastle->SetMineralInfo(*lpMineralInfo);
}
}
memset(mineralInfo, 0, sizeof(CastleMineralInfoDB) * MAX_ROWS);
}
delete [] mineralInfo;
return true;
}
CCastleDB* CCastleDBMgr::CreateCastle(const CastleInfoDB& CastleInfo)
{
CCastleDB* lpCastle = 0;
if (0 != m_lpDBComponent)
{
lpCastle = CreateCastleDB(CastleInfo);
if (0 != lpCastle)
{
if ( !m_CastleMap.insert(std::make_pair(lpCastle->GetCastleID(), lpCastle)).second )
{
DeleteCastleDB(lpCastle);
lpCastle = NULL;
}
}
}
return lpCastle;
}
CCastleDB* CCastleDBMgr::GetCastle(unsigned long dwCastleID)
{
CastleMap::iterator itr = m_CastleMap.find(dwCastleID);
if (itr != m_CastleMap.end())
{
return itr->second;
}
return NULL;
}
void CCastleDBMgr::GetCastleSiegeInfo(CastleSiegeInfo* lpCastleSiegeInfo, unsigned char& cNum, unsigned short& wSize)
{
if (NULL == lpCastleSiegeInfo)
{
return;
}
for (CastleMap::iterator itr = m_CastleMap.begin(); itr != m_CastleMap.end(); ++itr)
{
CCastleDB* lpCastle = itr->second;
if (NULL == lpCastle)
{
continue;
}
lpCastleSiegeInfo->m_dwCastleID = lpCastle->m_dwCastleID;
lpCastleSiegeInfo->m_bEnableSiege = lpCastle->m_bEnableSiege;
++lpCastleSiegeInfo;
++cNum;
wSize += sizeof(CastleSiegeInfo);
}
}
void CCastleDBMgr::SendCastleInfo(CSendStream& SendStream, unsigned char cZone, unsigned char cChannel)
{
const unsigned short MAX_CASTLE_SEND_BUFFER =
sizeof(PktCastleInfo) + sizeof(CastleInfoDB) + sizeof(CastleTaxInfo) * MAX_TAX_TYPE +
sizeof(CastleMineralInfo) + sizeof(CastleMineral) * MAX_CASTLE_MINERAL_NUM +
sizeof(CastleObjectInfo) * MAX_CASTLE_OBJECT_NUM;
char szBuffer[MAX_CASTLE_SEND_BUFFER];
unsigned short usBufferSize = 0;
unsigned char cCastleObjectNum = 0; // 성 관련 오브젝트 수
bool bFirst = true;
for (CastleMap::iterator itr = m_CastleMap.begin(); itr != m_CastleMap.end(); ++itr)
{
CCastleDB* lpCastle = itr->second;
if (NULL == lpCastle)
{
ERRLOG0(g_Log, "NULL 성이 포함되어 있습니다.");
return;
}
if (lpCastle->GetZone() != cZone || lpCastle->GetChannel() != cChannel)
{
continue;
}
if (SerializeOut(lpCastle, szBuffer + sizeof(PktCastleInfo), usBufferSize, cCastleObjectNum))
{
PktCastleInfo* lpPktCastleInfo = reinterpret_cast<PktCastleInfo*>(szBuffer);
lpPktCastleInfo->m_cCastleObjectNum = cCastleObjectNum;
lpPktCastleInfo->m_wSize = usBufferSize;
lpPktCastleInfo->m_bStartFlag = bFirst;
SendStream.WrapCompress(szBuffer,
static_cast<unsigned short>(sizeof(PktCastleInfo) + usBufferSize), CmdCastleInfo, 0, 0);
}
bFirst = false;
}
}
bool CCastleDBMgr::SerializeOut(CCastleDB* lpCastle_In, char* lpBuffer_Out, unsigned short& wBufferSize_Out, unsigned char& cDefensiveArmsNum_Out)
{
if (NULL == lpCastle_In || NULL == lpBuffer_Out) return false;
wBufferSize_Out = 0;
cDefensiveArmsNum_Out = 0;
// 성 정보
CastleInfoDB* lpCastleInfoDB = reinterpret_cast<CastleInfoDB*>(lpBuffer_Out);
lpCastleInfoDB->m_dwCastleID = lpCastle_In->m_dwCastleID;
lpCastleInfoDB->m_cNation = lpCastle_In->m_cNation;
lpCastleInfoDB->m_cZone = lpCastle_In->m_cZone;
lpCastleInfoDB->m_cChannel = lpCastle_In->m_cChannel;
lpCastleInfoDB->m_cNameID = lpCastle_In->m_cNameID;
lpCastleInfoDB->m_cSiegeCount = lpCastle_In->m_cSiegeCount;
lpCastleInfoDB->m_cInvincibleCount = lpCastle_In->m_cInvincibleCount;
lpCastleInfoDB->m_wTotalSiegeCount = lpCastle_In->m_wTotalSiegeCount;
lpCastleInfoDB->m_dwTotalTaxMoney = lpCastle_In->m_dwTotalTaxMoney;
lpCastleInfoDB->m_InPos.fPointX = lpCastle_In->m_BackDoorPos[0].m_fPointX;
lpCastleInfoDB->m_InPos.fPointY = lpCastle_In->m_BackDoorPos[0].m_fPointY;
lpCastleInfoDB->m_InPos.fPointZ = lpCastle_In->m_BackDoorPos[0].m_fPointZ;
lpCastleInfoDB->m_OutPos.fPointX = lpCastle_In->m_BackDoorPos[1].m_fPointX;
lpCastleInfoDB->m_OutPos.fPointY = lpCastle_In->m_BackDoorPos[1].m_fPointY;
lpCastleInfoDB->m_OutPos.fPointZ = lpCastle_In->m_BackDoorPos[1].m_fPointZ;
lpCastleInfoDB->m_wItemID = lpCastle_In->m_wItemID;
lpCastleInfoDB->m_cItemNum = lpCastle_In->m_cItemNum;
::memcpy(&lpCastleInfoDB->m_szRight, &lpCastle_In->m_CastleRight, sizeof(CastleRight));
wBufferSize_Out += sizeof(CastleInfoDB);
// 성 세율 및 세금 정보
CastleTaxInfo* lpCastleTaxInfo = reinterpret_cast<CastleTaxInfo*>( lpCastleInfoDB + 1 );
for (int i=0; i<MAX_TAX_TYPE; ++i)
{
*lpCastleTaxInfo = lpCastle_In->m_CastleTax[ i ];
++lpCastleTaxInfo;
}
wBufferSize_Out += sizeof(CastleTaxInfo) * MAX_TAX_TYPE;
// 성 광물 세금 정보
CastleMineralInfo* lpCastleMineralInfo = reinterpret_cast<CastleMineralInfo*>( lpCastleTaxInfo );
CastleMineral* lpCastleMineral = reinterpret_cast<CastleMineral*>( lpCastleMineralInfo + 1 );
lpCastleMineralInfo->m_cAccumulatedNum = static_cast<unsigned char>( lpCastle_In->m_AccumulatedMineralMap.size() );
lpCastleMineralInfo->m_cTemporaryNum = static_cast<unsigned char>( lpCastle_In->m_TemporaryMineralMap.size() );
unsigned short wSize = sizeof(CastleMineralInfo);
CCastleDB::MineralInfoMap::iterator MineralItr = lpCastle_In->m_AccumulatedMineralMap.begin();
CCastleDB::MineralInfoMap::iterator MineralEnd = lpCastle_In->m_AccumulatedMineralMap.end();
while (MineralItr != MineralEnd)
{
lpCastleMineral->m_wMineralID = MineralItr->first;
lpCastleMineral->m_wAmount = MineralItr->second;
wSize += sizeof(CastleMineral);
++lpCastleMineral;
++MineralItr;
}
MineralItr = lpCastle_In->m_TemporaryMineralMap.begin();
MineralEnd = lpCastle_In->m_TemporaryMineralMap.end();
while (MineralItr != MineralEnd)
{
lpCastleMineral->m_wMineralID = MineralItr->first;
lpCastleMineral->m_wAmount = MineralItr->second;
wSize += sizeof(CastleMineral);
++lpCastleMineral;
++MineralItr;
}
lpCastleMineralInfo->m_wSize = wSize;
wBufferSize_Out += wSize;
// 성 관련 오브젝트 정보
unsigned short wBufferSize;
CastleObjectInfo* lpCastleObjectInfo = reinterpret_cast<CastleObjectInfo*>( lpCastleMineral );
CCastleDB::CastleObjectMap::iterator ObjectItr = lpCastle_In->m_CastleObjectMap.begin();
CCastleDB::CastleObjectMap::iterator ObjectEnd = lpCastle_In->m_CastleObjectMap.end();
while (ObjectItr != ObjectEnd)
{
CSiegeObjectDB* lpCastleObject = ObjectItr->second;
if (lpCastleObject)
{
if (true == CSiegeObjectDBMgr::GetInstance().SerializeOutCastleObject(lpCastleObject,
reinterpret_cast<char*>(lpCastleObjectInfo), wBufferSize))
{
++lpCastleObjectInfo;
++cDefensiveArmsNum_Out;
wBufferSize_Out += wBufferSize;
}
}
++ObjectItr;
}
return true;
}

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#ifndef _RYL_DBAGENT_CASTLE_DB_MANAGER_H_
#define _RYL_DBAGENT_CASTLE_DB_MANAGER_H_
#pragma once
#include <map>
#include <Network/Packet/PacketStruct/CastlePacket.h>
#include <Creature/CreatureStructure.h>
#include <boost/pool/pool.hpp>
#include <boost/pool/pool_alloc.hpp>
// 전방 참조
class CDBComponent;
class CSendStream;
class CSiegeObjectDB;
class CSiegeObjectDBMgr;
namespace Castle
{
// 전방 참조
class CCastleDB;
class CCastleDBMgr
{
public:
static CCastleDBMgr& GetInstance();
// <CastleID, lpCastle>
typedef std::map<unsigned long, CCastleDB*, std::less<unsigned long>,
boost::fast_pool_allocator<std::pair<unsigned long, CCastleDB*> > > CastleMap;
bool Initialize(CDBComponent& DBComponent);
void Destroy();
void CheckEnableSiegeForAllCastle(bool bIsSiegeTime);
void UpdateSiegeCount();
void DestroyAllCastleArms();
void CloseCastleGate();
void OpenCastleGate();
CCastleDB* GetCastle(unsigned long dwCastleID);
void GetCastleSiegeInfo(CastleSiegeInfo* lpCastleSiegeInfo, unsigned char& cNum, unsigned short& wSize);
// GameServer 로의 Send 함수
void SendCastleInfo(CSendStream& SendStream, unsigned char cZone, unsigned char cChannel);
private:
CCastleDBMgr();
~CCastleDBMgr();
bool ReadCastleInfoDB();
bool ReadCastleTaxInfoDB();
bool ReadCastleMineralInfoDB();
CCastleDB* CreateCastle(const CastleInfoDB& CastleInfo); // DB 에서 읽어와서 생성
bool SerializeOut(CCastleDB* lpCastle_In, char* lpBuffer_Out,
unsigned short& wBufferSize_Out, unsigned char& cDefensiveArmsNum_Out);
CCastleDB* CreateCastleDB(const CastleInfoDB& CastleInfo);
void DeleteCastleDB(CCastleDB* lpCastleDB);
CDBComponent* m_lpDBComponent;
boost::pool<> m_CastlePool;
CastleMap m_CastleMap;
};
};
#endif // _CASTLE_MANAGER_H_