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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161
Server/ToolProject/GameLogAnalyzer/PrintLog.h
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161
Server/ToolProject/GameLogAnalyzer/PrintLog.h
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#ifndef _PRINT_LOG_H_
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#define _PRINT_LOG_H_
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#include <RylGameLibrary/Utility/TypeArray.h>
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#include <RylGameLibrary/Item/Item.h>
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#include <RylGameLibrary/Item/ItemStructure.h>
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namespace GAMELOG
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{
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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struct sLogBase;
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struct sMinItemInfo;
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enum
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{
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MIN_BUFFER = 64,
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MAX_BUFFER = 512
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};
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enum
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{
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TIME = 1 << 0,
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UID = 1 << 1,
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CID = 1 << 2,
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POS = 1 << 3,
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};
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const char* GuildLogType(const char cType);
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const char* GuildTitle(unsigned long dwTitle);
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namespace SimpleInfo
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{
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bool InitPositionData();
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int PositionToString(char* lpBuffer_Out, const int nBufferSize, const Item::ItemPos itemPos);
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const char* GetPositionName(unsigned char cPos);
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const char* GetExtraPosString(unsigned char cIndex);
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void BaseLog(CString& Result, const sLogBase* lpLogBase, const DWORD dwLogType);
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void CharLogin(CString& Result, const sLogBase* lpLogBase);
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void CharLogout(CString& Result, const sLogBase* lpLogBase);
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void CharCreate(CString& Result, const sLogBase* lpLogBase);
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void CharDelete(CString& Result, const sLogBase* lpLogBase);
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void CharDBUpdate(CString& Result, const sLogBase* lpLogBase);
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void CharLevelUp(CString& Result, const sLogBase* lpLogBase);
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void CharBindPos(CString& Result, const sLogBase* lpLogBase);
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void CharDead(CString& Result, const sLogBase* lpLogBase);
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void CharRespawn(CString& Result, const sLogBase* lpLogBase);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void MoveItem(CString& Result, const sLogBase* lpLogBase);
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void SwapItem(CString& Result, const sLogBase* lpLogBase);
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void UseItem(CString& Result, const sLogBase* lpLogBase);
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void SplitItem(CString& Result, const sLogBase* lpLogBase);
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void UseLottery(CString& Result, const sLogBase* lpLogBase);
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void PickupItem(CString& Result, const sLogBase* lpLogBase);
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void DropItem(CString& Result, const sLogBase* lpLogBase);
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void SellItem(CString& Result, const sLogBase* lpLogBase);
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void BuyItem(CString& Result, const sLogBase* lpLogBase);
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void BeforeExchange(CString& Result, const sLogBase* lpLogBase);
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void AfterExchange(CString& Result, const sLogBase* lpLogBase);
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void InstallSocketItem(CString& Result, const sLogBase* lpLogBase);
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void RepairItem(CString& Result, const sLogBase* lpLogBase);
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void ChangeWeapon(CString& Result, const sLogBase* lpLogBase);
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void ChangeRide(CString& Result, const sLogBase* lpLogBase);
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void IllegalItem(CString& Result, const sLogBase* lpLogBase);
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void IllegalWarpPos(CString& Result, const sLogBase* lpLogBase);
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void HackDoubt(CString& Result, const sLogBase* lpLogBase);
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void TakeGold(CString& Result, const sLogBase* lpLogBase);
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void TakeGoldV2(CString& Result, const sLogBase* lpLogBase);
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void UpgradeItem(CString& Result, const sLogBase* lpLogBase);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void StallOpenClose(CString& Result, const sLogBase* lpLogBase);
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void StallEnterLeave(CString& Result, const sLogBase* lpLogBase);
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void StallRegisterRemoveItem(CString& Result, const sLogBase* lpLogBase);
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// <20><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void MedalItemBuy(CString& Result, const sLogBase* lpLogBase);
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>α<CEB1>.
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void GuildCreate(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void GuildJoin(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void GuildLeave(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> Ż<><C5BB>
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void GuildMemberLevelAdjust(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void GuildRightsLevelChange(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void GuildLevelChange(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void GuildMarkChange(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD>帶ũ <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD>
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void GuildStoreGoldChange(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20>ݰ<EFBFBD> <20><><EFBFBD><EFBFBD>
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void GuildDispose(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD> <20>Ҹ<EFBFBD><D2B8><EFBFBD>
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// <20><> <20>̵<EFBFBD> <20>α<EFBFBD>.
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void ZoneMoveLog(CString& Result, const sLogBase* lpLogBase); // ij<><C4B3><EFBFBD><EFBFBD> <20><> <20>̵<EFBFBD>
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void ItemAttachOption(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ɼ<EFBFBD> <20>̽<EFBFBD>
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void ItemCompensation(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void TicketBuySkillBook(CString& Result, const sLogBase* lpLogBase); // <20><>ȯ<EFBFBD><C8AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD>
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void UpgradeItemV2(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><D7B7>̵<EFBFBD> <20>α<EFBFBD>
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void MonsterDead(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>α<EFBFBD>
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void FameGetBattle(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void FameLoseBattle(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void FameGetCamp(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void FameLoseCamp(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void QuestGetReward(CString& Result, const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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};
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namespace DetailInfo
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{
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void ShowCharacterInfo(const sLogBase* lpLogBase);
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void ShowItemInfo(CString& Title, const Item::CItem* lpItem);
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void GetMinItemInfo(CString& Result, const GAMELOG::sMinItemInfo& minItemInfo);
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CString GetDetailItemInfo(const Item::CItem* lpItem);
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void CharCreate(const sLogBase* lpLogBase);
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void CharDelete(const sLogBase* lpLogBase);
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void CharLevelUp(const sLogBase* lpLogBase);
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void CharBindPos(const sLogBase* lpLogBase);
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void CharDead(const sLogBase* lpLogBase);
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void CharRespawn(const sLogBase* lpLogBase);
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void MoveItem(const sLogBase* lpLogBase);
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void SwapItem(const sLogBase* lpLogBase);
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void UseItem(const sLogBase* lpLogBase);
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void SplitItem(const sLogBase* lpLogBase);
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void UseLottery(const sLogBase* lpLogBase);
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void PickupItem(CString& Title, const sLogBase* lpLogBase);
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void DropItem(CString& Title, const sLogBase* lpLogBase);
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void TradeItem(CString& Title, const sLogBase* lpLogBase);
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void HackDoubtItem(CString& Title, const sLogBase* lpLogBase);
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void ExchangeItem(const sLogBase* lpLogBase);
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void InstallSocketItem(const sLogBase* lpLogBase);
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void UpgradeItem(const sLogBase* lpLogBase);
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void GuildRightsChange(const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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void ItemAttachOption(const sLogBase* lpLogBase);
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void ItemCompensation(const sLogBase* lpLogBase);
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void UpgradeItemV2(const sLogBase* lpLogBase);
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void MonsterDead(const sLogBase* lpLogBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>α<EFBFBD>
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};
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};
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#endif
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