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 _SEND_CHAR_CASTLE_H_
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#define _SEND_CHAR_CASTLE_H_
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#include <Item/ItemStructure.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 CSendStream;
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namespace GameClientSendPacket
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{
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// <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> : <20><><EFBFBD>ε<EFBFBD>ij<EFBFBD><C4B3>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.)
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bool SendCharCastleInfo(CSendStream& SendStream);
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// <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool SendCharGameTimeInfo(CSendStream& SendStream);
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// <20><><EFBFBD>ڽ<EFBFBD> <20><><EFBFBD>밡<EFBFBD><EBB0A1> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool SendStealthInfo(CSendStream& SendStream, bool bUseStealth);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool SendCharCampInfo(CSendStream& SendStream);
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// <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD>
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bool SendCharCastleCmd(CSendStream& SendStream, unsigned long dwCastleID, unsigned long dwCastleObjID,
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unsigned long dwValue1, unsigned long dwValue2, unsigned char cSubCmd, unsigned short wError);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD>
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bool SendCharCampCmd(CSendStream& SendStream, unsigned long dwCID, unsigned long dwCampID,
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unsigned char cSubCmd, unsigned short wError);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD>
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bool SendCharSiegeArmsCmd(CSendStream& SendStream, unsigned long dwCID, unsigned long dwArmsID,
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unsigned char cSubCmd, unsigned short wError);
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// <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD>
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bool SendCharCastleRight(CSendStream& SendStream, unsigned long dwCasltID,
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const CastleRight& castleRight, unsigned short wError);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD>
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bool SendCharCampRight(CSendStream& SendStream, unsigned long dwCampID,
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const CampRight& campRight, unsigned short wError);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD> ( GameServer --> DBAgentServer )
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bool SendCharCreateCamp(CSendStream& AgentSendStream, unsigned long dwActorCID, unsigned long dwGID,
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unsigned short wObjectType, const Position& pos);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD> ( GameServer --> DBAgentServer )
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bool SendCharCreateSiegeArms(CSendStream& AgentSendStream, unsigned long dwOwnerID, unsigned char cNation,
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unsigned short wType, unsigned char cUpgradeStep, const Position& pos);
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// <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ<EFBFBD><C5B6> DBAgent <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ( GameServer --> DBAgentServer )
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bool SendCharCastleCmdToDBAgent(CSendStream& AgentSendStream, unsigned long dwCID, unsigned long dwCastleID, unsigned long dwCastleObjectID,
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unsigned long dwValue1, unsigned long dwValue2, unsigned char cSubCmd, unsigned short wError);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ<EFBFBD><C5B6> DBAgent <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ( GameServer --> DBAgentServer )
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bool SendCharCampCmdToDBAgent(CSendStream& AgentSendStream, unsigned long dwCID, unsigned long dwCampID,
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unsigned long dwValue1, unsigned long dwValue2, unsigned char cSubCmd, unsigned short wError);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ DBAgent <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ( GameServer --> DBAgentServer )
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bool SendCharSiegeArmsCmdToDBAgent(CSendStream& AgentSendStream, unsigned long dwCID, unsigned long dwArmsID,
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unsigned long dwValue, unsigned char cSubCmd, unsigned short wError);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><DEBC><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD> ( GameServer --> DBAgentServer )
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bool SendCharCampMessageToDBAgent(CSendStream& AgentSendStream, unsigned long dwCampID, unsigned char cMsgCmd, unsigned short wError);
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bool SendCharCampMessageToDBAgent(CSendStream& AgentSendStream, unsigned long dwCampID, unsigned char cMsgCmd,
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const char* szName, int nNum, int nTotal, unsigned short wError);
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// <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD>
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bool SendWarOnOff(CSendStream& SendStream, unsigned long dwCID, unsigned char cType, unsigned char cFlag, unsigned short wError);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>.
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bool SendRealmPoint(CSendStream& SendStream, unsigned long dwCID, unsigned char cRealmPoint, unsigned char cType, unsigned short wError);
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};
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#endif
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