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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Server/RylServerProject/RylGameLibrary/Log/CharacterLog.h
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80
Server/RylServerProject/RylGameLibrary/Log/CharacterLog.h
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#ifndef _CHAR_LOG_H_
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#define _CHAR_LOG_H_
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#include <winsock2.h>
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#include <windows.h>
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#include "GameLog.h"
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#include "LogStruct.h"
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#include "LogCommands.h"
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#include <RylGameLibrary/Log/GameLog.h>
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#include <Creature/AggresiveCreature.h>
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#include <Creature/Character/Character.h>
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#include <Item/Container/DepositCOntainer.h>
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#include <Community/Party/Party.h>
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// 전방 참조
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class CCharacter;
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class CCharacterParty;
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class CAggresiveCreature;
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namespace GAMELOG
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{
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//-------------------------------------------------------------------------------------------
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// 캐릭터 관련 로그들.
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// CHAR_LOGIN, CHAR_LOGOUT, CHAR_DBUPDATE
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void LogCharLoginOut(const unsigned long dwUID, CCharacter* lpCharacter_In, const SOCKADDR_IN* lpSockAddr,
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const char* lpCharacterInfo, const int nTotalSize, const unsigned short* usUpdates,
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const unsigned char cCMD, const unsigned short eError);
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// CHAR_CREATE, CHAR_DELETE
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void LogCharCreateDelete(const unsigned long dwUID, const SOCKADDR_IN* lpSockAddr, const unsigned long dwCID,
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const unsigned char cCMD, const unsigned short eError);
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// CHAR_LEVELUP
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void LogCharLevelUp(const CCharacter& character, const unsigned short usIP,
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const unsigned char cLevel, const unsigned short eError);
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// CHAR_BINDPOS
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void LogCharBindPos(const CCharacter& character, const unsigned long dwNPCID, const unsigned short eError);
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// CHAR_DEAD
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void LogCharDead(const CCharacter& character, const DWORD64 dwPrevExp, const DWORD64 dwNextExp,
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const CAggresiveCreature* lpOffencer_In, const unsigned char cLevel, const unsigned short eError);
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// CHAR_RESPAWN
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void LogCharRespawn(const CCharacter& character, const DWORD64 dwPrevExp,
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const DWORD64 dwNextExp, const unsigned short eError);
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// ZONE_MOVE
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void LogZoneMove(const CCharacter& character, unsigned char cZone,
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unsigned char cChannel, unsigned short usError);
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// MONSTER_DEAD
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void LogMonsterDead(const CCharacter& character, unsigned long dwMonsterCID,
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unsigned char cMonsterLevel, unsigned long* dwItemKind, unsigned long dwItemNum);
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// FAME_GET_BATTLE
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void LogFameGetBattle(const CCharacter& character, const CAggresiveCreature* lpEnemy_In, CCharacterParty* lpOurParty,
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const unsigned long dwPrevFame, const unsigned long dwNextFame, const unsigned long dwPrevMileage, const unsigned long dwNextMileage, const unsigned short eError);
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// FAME_LOSE_BATTLE
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void LogFameLoseBattle(const CCharacter& character, const CAggresiveCreature* lpEnemy_In, CCharacterParty* lpOurParty,
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const unsigned long dwPrevFame, const unsigned long dwNextFame, const unsigned short eError);
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// FAME_GET_CAMP
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void LogFameGetCamp(const CCharacter& character, const unsigned long dwEnemyGID,
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const unsigned long dwPrevFame, const unsigned long dwNextFame, const unsigned short eError);
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// FAME_LOSE_BATTLE
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void LogFameLoseCamp(const CCharacter& character, const unsigned long dwEnemyGID,
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const unsigned long dwPrevFame, const unsigned long dwNextFame, const unsigned short eError);
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// QUEST_GET_REWARD
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void LogQuestGetReward(const CCharacter& character, const unsigned short wQuestID, const Item::CItem* lpItem,
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const unsigned long dwExp, const unsigned long dwGold, const unsigned long dwFame, const unsigned long dwMileage, const unsigned short eError);
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};
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#endif
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