#ifndef _SEND_CHAR_CASTLE_H_ #define _SEND_CHAR_CASTLE_H_ #include #include // Àü¹æ ÂüÁ¶ class CSendStream; namespace GameClientSendPacket { // ¼º Á¤º¸ Àü¼Û (¼º °ü·Ã ¿ÀºêÁ§Æ® Á¦¿Ü : ºê·Îµåij½ºÆ®·Î º¸³»Áø´Ù.) bool SendCharCastleInfo(CSendStream& SendStream); // °ÔÀÓ ½Ã°£ Á¤º¸ Àü¼Û bool SendCharGameTimeInfo(CSendStream& SendStream); // ½ºÅÚ½º »ç¿ë°¡´É ¿©ºÎ Á¤º¸ Àü¼Û bool SendStealthInfo(CSendStream& SendStream, bool bUseStealth); // ±æµå ¿ä»õ Á¤º¸ Àü¼Û bool SendCharCampInfo(CSendStream& SendStream); // ¼º °ü·Ã ¸í·É ÆÐŶ Àü¼Û bool SendCharCastleCmd(CSendStream& SendStream, unsigned long dwCastleID, unsigned long dwCastleObjID, unsigned long dwValue1, unsigned long dwValue2, unsigned char cSubCmd, unsigned short wError); // ±æµå ¿ä»õ °ü·Ã ¸í·É ÆÐŶ Àü¼Û bool SendCharCampCmd(CSendStream& SendStream, unsigned long dwCID, unsigned long dwCampID, unsigned char cSubCmd, unsigned short wError); // °ø¼º º´±â °ü·Ã ¸í·É ÆÐŶ Àü¼Û bool SendCharSiegeArmsCmd(CSendStream& SendStream, unsigned long dwCID, unsigned long dwArmsID, unsigned char cSubCmd, unsigned short wError); // ¼º °ü¸® ±ÇÇÑ ÆÐŶ Àü¼Û bool SendCharCastleRight(CSendStream& SendStream, unsigned long dwCasltID, const CastleRight& castleRight, unsigned short wError); // ±æµå ¿ä»õ °ü¸® ±ÇÇÑ ÆÐŶ Àü¼Û bool SendCharCampRight(CSendStream& SendStream, unsigned long dwCampID, const CampRight& campRight, unsigned short wError); // ±æµå ¿ä»õ ±¸Ãà ÆÐŶ Àü¼Û ( GameServer --> DBAgentServer ) bool SendCharCreateCamp(CSendStream& AgentSendStream, unsigned long dwActorCID, unsigned long dwGID, unsigned short wObjectType, const Position& pos); // °ø¼º º´±â »ý¼º ÆÐŶ Àü¼Û ( GameServer --> DBAgentServer ) bool SendCharCreateSiegeArms(CSendStream& AgentSendStream, unsigned long dwOwnerID, unsigned char cNation, unsigned short wType, unsigned char cUpgradeStep, const Position& pos); // ¼º °ü·Ã ¸í·É ÆÐŶÀ» DBAgent ¼­¹ö·Î º¸³»±â ( GameServer --> DBAgentServer ) bool SendCharCastleCmdToDBAgent(CSendStream& AgentSendStream, unsigned long dwCID, unsigned long dwCastleID, unsigned long dwCastleObjectID, unsigned long dwValue1, unsigned long dwValue2, unsigned char cSubCmd, unsigned short wError); // ±æµå ¿ä»õ °ü·Ã ¸í·É ÆÐŶÀ» DBAgent ¼­¹ö·Î º¸³»±â ( GameServer --> DBAgentServer ) bool SendCharCampCmdToDBAgent(CSendStream& AgentSendStream, unsigned long dwCID, unsigned long dwCampID, unsigned long dwValue1, unsigned long dwValue2, unsigned char cSubCmd, unsigned short wError); // °ø¼º º´±â °ü·Ã ¸í·É ÆÐŶ DBAgent ¼­¹ö·Î º¸³»±â ( GameServer --> DBAgentServer ) bool SendCharSiegeArmsCmdToDBAgent(CSendStream& AgentSendStream, unsigned long dwCID, unsigned long dwArmsID, unsigned long dwValue, unsigned char cSubCmd, unsigned short wError); // ±æµå ¿ä»õ ¸Þ¼¼Áö ÆÐŶ Àü¼Û ( GameServer --> DBAgentServer ) bool SendCharCampMessageToDBAgent(CSendStream& AgentSendStream, unsigned long dwCampID, unsigned char cMsgCmd, unsigned short wError); bool SendCharCampMessageToDBAgent(CSendStream& AgentSendStream, unsigned long dwCampID, unsigned char cMsgCmd, const char* szName, int nNum, int nTotal, unsigned short wError); // ÀüÀï Ç÷¡±× º¯°æ ÆÐŶ Àü¼Û bool SendWarOnOff(CSendStream& SendStream, unsigned long dwCID, unsigned char cType, unsigned char cFlag, unsigned short wError); // ±¹°¡ ÀüÀï °øÇåÈÆÀå Æ÷ÀÎÆ® Àü¼Û. bool SendRealmPoint(CSendStream& SendStream, unsigned long dwCID, unsigned char cRealmPoint, unsigned char cType, unsigned short wError); }; #endif