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>
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108
Server/RylServerProject/RylDBAgentServer/Castle/CastleDB.h
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108
Server/RylServerProject/RylDBAgentServer/Castle/CastleDB.h
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#ifndef _RYL_DBAGENT_CASTLE_DB_H_
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#define _RYL_DBAGENT_CASTLE_DB_H_
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#pragma once
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#include <map>
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#include <Castle/CastleConstants.h>
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#include <Creature/CreatureStructure.h>
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#include <Network/Packet/PacketStruct/CastlePacket.h>
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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class CSiegeObjectDB;
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class CDBComponent;
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namespace Castle
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{
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class CCastleDB
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{
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public:
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~CCastleDB();
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// Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
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typedef std::map<unsigned short, unsigned short> MineralInfoMap; // <wMineralID, wAmount>
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typedef std::map<unsigned long, CSiegeObjectDB*> CastleObjectMap; // <ObjectCID, lpCastleObject>
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bool ChangeCastleMaster(unsigned char cNation); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void LoseOwnership(); // <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߸<EFBFBD>ȭ
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void CloseCastleGate(); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ݴ´<DDB4>.
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void OpenCastleGate(); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. (<28>μ<EFBFBD><CEBC><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
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void ChangeCastleObjectNation(unsigned char cNation); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void DestroyAllCastleArms(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> NPC <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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bool InsertCastleObject(CSiegeObjectDB* lpCastleObject); // <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20>߰<EFBFBD>
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bool DeleteCastleObject(unsigned long dwCID); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool DeleteCastleObject(CSiegeObjectDB* lpCastleObject); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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CSiegeObjectDB* GetCastleEmblem();
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CSiegeObjectDB* GetCastleGate();
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CSiegeObjectDB* GetCastleObject(unsigned long dwCastleObjectID);
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void CheckEnableSiege(bool bIsSiegeTime);
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// <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>ŵ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void UpdateSiegeCount();
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void SetTax(unsigned char cType, unsigned char cTax); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void TakeTaxMoney(unsigned char cType, unsigned long dwTakeTaxMoney); // <20><><EFBFBD><EFBFBD> ȸ<><C8B8>
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bool GainMineral(unsigned short wMineralID, unsigned short wAmount); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ȸ<><C8B8>
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bool SetTempTaxMoney(unsigned long* dwTempTaxMoney, unsigned long* dwTaxMoney); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA><EFBFBD> <20>ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool SetMineralInfo(unsigned char cMineralType, unsigned char cNum, CastleMineral* lpMineralInfo); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><CEBA><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool InsertMineralInfo(unsigned char cMineralType, const CastleMineral& mineralInfo); // Mineral <20>߰<EFBFBD>
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void SetRight(CastleRight castleRight); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void SetUpgradeItemInfo(unsigned short wItemID, unsigned char cItemNum);
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bool SetTaxInfo(const CastleTaxInfoDB& taxInfo); // DB <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD><EFBFBD><EFBFBD> Tax <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool SetMineralInfo(const CastleMineralInfoDB& mineralInfo); // DB <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD><EFBFBD><EFBFBD> Mineral <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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unsigned long GetCastleID() const { return m_dwCastleID; }
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unsigned long GetNation() const { return m_cNation; }
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unsigned char GetZone() const { return m_cZone; }
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unsigned char GetChannel() const { return m_cChannel; }
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unsigned char GetTax(unsigned char cType) const { return m_CastleTax[cType].m_cTax; }
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unsigned long GetTaxMoney(unsigned char cType) const { return m_CastleTax[cType].m_dwTaxMoney; }
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unsigned char GetSiegeCount() const { return m_cSiegeCount; }
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unsigned char GetInvincibleCount() const { return m_cInvincibleCount; }
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unsigned short GetTotalSiegeCount() const { return m_wTotalSiegeCount; }
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unsigned long GetTotalTaxMoney() const { return m_dwTotalTaxMoney; }
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bool GetEnableSiege() const { return m_bEnableSiege; }
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private:
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CCastleDB(CDBComponent& DBComponent, const CastleInfoDB& CastleInfo);
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CastleObjectMap m_CastleObjectMap; // <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE>
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unsigned long m_dwCastleID; // <20><> Ȥ<><C8A4> <20><><EFBFBD><EFBFBD> ID
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unsigned char m_cNation; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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unsigned char m_cZone; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><> <20><>ȣ
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unsigned char m_cChannel; // <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> ä<><C3A4> <20><>ȣ
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unsigned char m_cNameID; // <20><><EFBFBD><EFBFBD> <20≯<EFBFBD> ID ( 1<><31><EFBFBD><EFBFBD>~~ )
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unsigned char m_cSiegeCount; // <20><><EFBFBD><EFBFBD> Ƚ<><C8BD>
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unsigned char m_cInvincibleCount; // <20><><EFBFBD><EFBFBD> Ƚ<><C8BD>
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unsigned short m_wTotalSiegeCount; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ƚ<><C8BD>
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unsigned long m_dwTotalTaxMoney; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ȸ<><C8B8><EFBFBD><EFBFBD>
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unsigned short m_wItemID; // <20><><EFBFBD><EFBFBD><D7B7>̵忡 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ID
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unsigned char m_cItemNum; // <20><><EFBFBD><EFBFBD><D7B7>̵忡 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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CastleRight m_CastleRight; // <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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Position m_BackDoorPos[2]; // <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>/<2F><><EFBFBD><EFBFBD>ġ
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CastleTaxInfo m_CastleTax[Castle::MAX_TAX_TYPE]; // <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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MineralInfoMap m_AccumulatedMineralMap; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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MineralInfoMap m_TemporaryMineralMap; // <20>ӽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool m_bEnableSiege; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѱ<EFBFBD>?
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CDBComponent& m_DBComponent;
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friend class CCastleDBMgr;
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};
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}
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#endif // _RYL_DBAGENT_CASTLE_DB_H_
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