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_GUILD_DB_COMPONENT_H_
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#define _RYL_GUILD_DB_COMPONENT_H_
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// forward decl.
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class CDBComponent;
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namespace DBComponent
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{
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namespace GuildDB
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{
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// --------------------------------------------------------------------------------------------
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> - GuildDBComponent.cpp --------------------------------------------------------------
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bool InsertGuildInfo(CDBComponent& DBComponent, char* szGuildName, unsigned char cNation, char* szRight, unsigned short wSize, unsigned long *dwGID, unsigned short *wError);
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bool InsertGuildMember(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwCID, unsigned char cTitle, unsigned char cRank);
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bool InsertGuildRelation(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwTargetGID, unsigned char cRelationType);
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bool DeleteGuildInfo(CDBComponent& DBComponent, unsigned long dwGID);
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bool DeleteGuildMember(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwCID, unsigned char cRank);
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bool DeleteGuildRelation(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwTargetGID); // <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>踦 <20><><EFBFBD><EFBFBD>
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bool DeleteGuildRelation(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwTargetGID, unsigned char cRelation); // <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>踦 <20><><EFBFBD><EFBFBD>
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bool DeleteGuildRelation(CDBComponent& DBComponent, unsigned long dwGID); // <20>ش<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>谡 <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>踦 <20><><EFBFBD><EFBFBD>
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bool UpdateMemberTitle(CDBComponent& DBComponent, unsigned long dwCID, unsigned char cTitle, SYSTEMTIME UpdateTime);
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bool UpdateMemberRank(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwCID, unsigned char cBeforeRank, unsigned char cAfterRank);
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bool UpdateGuildRelation(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwTargetGID, unsigned char cRelationType);
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bool UpdateGuildTime(CDBComponent& DBComponent, unsigned long dwGID, unsigned char cType, SYSTEMTIME UpdateTime);
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bool UpdateGuildLevel(CDBComponent& DBComponent, unsigned long dwGID, unsigned char cLevel, unsigned long dwGold);
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bool UpdateGuildInclination(CDBComponent& DBComponent, unsigned long dwGID, unsigned char cInclination);
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bool UpdateGuildRight(CDBComponent& DBComponent, unsigned long dwGID, char* szRight, unsigned short wSize);
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bool UpdateGuildMark(CDBComponent& DBComponent, unsigned long dwGID, char* szMark, unsigned short wSize, unsigned long dwGold);
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bool UpdateGuildGold(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwGold);
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bool UpdateGuildFame(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwFame);
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bool ReleaseGold(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwGold);
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bool UpdateGuildMemberTactics(CDBComponent& DBComponent, unsigned long dwGID, unsigned long dwCID, unsigned char cTactics);
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}
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}
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#endif
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