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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#ifndef _RYL_DBAGENT_GUILDDB_H_
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#define _RYL_DBAGENT_GUILDDB_H_
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#pragma once
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#include <Network/Packet/PacketStruct/GuildPacket.h>
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#include <Community/Guild/Guild.h>
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// forward decl.
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class CDBComponent;
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class CSendStream;
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namespace Guild
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{
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class CGuildDB : public CGuild
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{
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private:
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// <20><><EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ŵ<EFBFBD><C5B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ƿ<EFBFBD><C6BF> <20>̿<EFBFBD><CCBF>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> public)
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CGuildDB(CDBComponent& DBComponent);
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CGuildDB(CDBComponent& DBComponent, unsigned long dwGID, unsigned char cNation, char* szName);
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CGuildDB(CDBComponent& DBComponent, GuildInfoDB& guildInfo);
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friend class CGuildDBMgr;
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CDBComponent& m_DBComponent;
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public:
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~CGuildDB(void);
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bool SetMark(char* szMark);
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bool SetLevel(unsigned char cLevel);
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// bool SetInclination(unsigned char cInclination);
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bool SetRight(GuildRight guildRight);
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bool SetTitle(unsigned long dwCID, unsigned char cTitle);
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bool SetRelation(unsigned long dwTargetGID, unsigned char cRelationType, unsigned char cActorType=Guild::BY_MINE, unsigned char cInsert = 1);
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void DeleteRelation();
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void CancelAlertAndCounterHostility();
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void CancelAlertHostility(unsigned long dwTargetGID);
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unsigned long ReleaseGold(unsigned long dwGold);
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unsigned long SetNewMaster(void);
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int GetLoginedTotalMemberNum() const;
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int GetLoginedCurrentMemberNum() const;
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void AddAllMemberFame(unsigned char cType, int nFame, Guild::CGuildDB* lpEnemyGuild = 0); // <20>α<EFBFBD><CEB1><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ġ <20><>ȭ ( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>밡<EFBFBD><EBB0A1> )
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void AddLoginedMemberFame(unsigned char cType, int nFame, Guild::CGuildDB* lpEnemyGuild = 0); // <20>α<EFBFBD><CEB1><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ġ <20><>ȭ ( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>밡<EFBFBD><EBB0A1> )
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void AddMemberFame(unsigned char cType, unsigned long dwCID, int nFame); // <20>α<EFBFBD><CEB1><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ġ <20><>ȭ ( <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>밡<EFBFBD><EBB0A1> )
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void AddGoldToMaster(unsigned long dwGold); // <20><><EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20>αƿ<D7BE><C6BF><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
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bool JoinMember(MemberInfo& memberInfo);
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bool LeaveMember(unsigned long dwCID);
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bool UpdateMemberInfo(unsigned long dwCID, MemberListInfo memberListInfo, MemberDetailInfo memberDetailInfo);
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void KickAllWaitMember() ;
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void SendLoginOutMember(unsigned long dwCID, unsigned long dwServerID);
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void SendJoinMember(CSendStream* lpSendStream, unsigned long dwCID, unsigned char cTitle);
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unsigned char GetTacticsMember(unsigned long dwCID);
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void SetTacticsMember(unsigned long dwCID, unsigned char cTactics);
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void SendJoinTacticsMember(CSendStream* lpSendStream, unsigned long dwCID, unsigned char cTitle, unsigned char CType);
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};
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};
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#endif
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