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>
722 lines
24 KiB
C++
722 lines
24 KiB
C++
#include "stdafx.h"
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#include "Rebalance.h"
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#include <Item/ItemMgr.h>
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#include <Item/Container/ContainerConstant.h>
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#include <Item/RebalanceConvert/RebalanceItem.h>
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#include <Item/RebalanceConvert/ContainerChecker.h>
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#include <Item/RebalanceConvert/OldItemMgr.h>
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#include <Network/Packet/PacketStruct/ServerInfo.h>
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#include <Log/ServerLog.h>
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#include <Skill/SkillMgr.h>
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#include <RylDBLibrary/RylDBCharCommand.h>
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#include <RylDBLibrary/RylDBStoreCommand.h>
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namespace RebalanceLib
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{
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CServerLog g_ItemLog("ItemUID");
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CServerLog g_GoldLog("GivenGold");
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CServerLog g_SkillBookLog("GivenSkillBook");
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// 스킬 읽기
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CDBReadSkill::CDBReadSkill(SkillDataMap& CIDSkillDataMap, bool bClearSkill)
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: m_CIDSkillDataMap(CIDSkillDataMap), m_bClearSkill(bClearSkill)
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{
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}
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ConvertResult CDBReadSkill::operator()(RylDBCommand::CSkillData& charSkillData_InOut)
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{
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SkillBookInfo skillData;
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memset(&skillData, 0, sizeof(SkillBookInfo));
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const SKILL& skill_In = charSkillData_InOut.GetSkill();
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for(int nSkillCount = 0; nSkillCount < skill_In.wSlotNum; ++nSkillCount)
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{
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const SKILLSLOT& skillSlot = skill_In.SSlot[nSkillCount];
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if (skillSlot.SKILLINFO.cLockCount < CSkillMgr::MAX_SKILL_LOCKCOUNT &&
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skillSlot.SKILLINFO.cSkillLevel <= CSkillMgr::MAX_SKILL_LEVEL)
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{
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// 스킬의 종류에 관계 없이 지급
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for(int nLockCount = 0; nLockCount < skillSlot.SKILLINFO.cLockCount; ++nLockCount)
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{
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skillData.m_dwBookNum[nLockCount] += CSkillMgr::MAX_SKILL_LEVEL;
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}
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skillData.m_dwBookNum[skillSlot.SKILLINFO.cLockCount] +=
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skillSlot.SKILLINFO.cSkillLevel;
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}
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else
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{
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ERRLOG4(g_Log, "CID:%10u / Skill_ID:0x%04X / LockCount:%6d / Level:%6d / 알 수 없는 스킬입니다.",
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charSkillData_InOut.GetCID(), skillSlot.SKILLINFO.wSkill,
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skillSlot.SKILLINFO.cLockCount, skillSlot.SKILLINFO.cSkillLevel);
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}
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}
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if(m_bClearSkill)
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{
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SKILL skill_Out;
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memset(&skill_Out, 0, sizeof(SKILL));
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charSkillData_InOut.SetSkill(skill_Out);
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}
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m_CIDSkillDataMap.insert(std::make_pair(charSkillData_InOut.GetCID(), skillData));
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return m_bClearSkill ? CONVERT_SUCCEEDED : CONVERT_DO_NOT_WRITE;
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}
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// 스킬북 제거 및 카운팅 / 장비 컨버팅
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CDBItemConvert::CDBItemConvert(CDBItemSerialMgr& dbItemSerialMgr,
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Item::CItemMgr& newItemMgr, OldItem::CItemMgr& oldItemMgr,
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SkillDataMap* lpUIDSkillDataMap, SkillDataMap* lpCIDSkillDataMap,
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bool bConvertRebalanceItem, bool bRenumberingItemUID)
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: m_DBItemSerialMgr(dbItemSerialMgr),
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m_newItemMgr(newItemMgr), m_oldItemMgr(oldItemMgr),
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m_lpUIDSkillDataMap(lpUIDSkillDataMap), m_lpCIDSkillDataMap(lpCIDSkillDataMap),
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m_bConvertRebalanceItem(bConvertRebalanceItem),
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m_bRenumberingItemUID(bRenumberingItemUID)
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{
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}
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ConvertResult CDBItemConvert::operator()(RylDBCommand::CCharItem& charItem_InOut)
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{
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CItemArrayChecker<
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ContainerConstant::INVENTORY_WIDTH,
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ContainerConstant::INVENTORY_HEIGHT,
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ContainerConstant::MAX_INVENTORY_TAB> invenChecker(TakeType::TS_INVEN);
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unsigned long dwCID = charItem_InOut.GetCID();
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const EQUIP& equip_In = charItem_InOut.GetEquip();
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const INVEN& inven_In = charItem_InOut.GetInven();
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const EXTRA& extra_In = charItem_InOut.GetExtra();
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EQUIP equip_Out;
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INVEN inven_Out;
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EXTRA extra_Out;
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memset(&equip_Out, 0, sizeof(EQUIP));
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memset(&inven_Out, 0, sizeof(INVEN));
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memset(&extra_Out, 0, sizeof(EXTRA));
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equip_Out.dwSize = EQUIP::MAX_EQUIP_SIZE;
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inven_Out.dwSize = INVEN::MAX_INVEN_SIZE;
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extra_Out.dwSize = EXTRA::MAX_EXTRA_SIZE;
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if(!ConvertData(0, dwCID, 0,
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equip_In.Data, equip_In.dwSize, equip_Out.Data, equip_Out.dwSize))
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{
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ERRLOG1(g_Log, "CID:%10u / Equip convert failed", dwCID);
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}
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else if(!ConvertData(0, dwCID, 0,
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extra_In.Data, extra_In.dwSize, extra_Out.Data, extra_Out.dwSize))
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{
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ERRLOG1(g_Log, "CID:%10u / Extra convert failed", dwCID);
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}
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else if(!ConvertData(0, dwCID, &invenChecker,
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inven_In.Data, inven_In.dwSize, inven_Out.Data, inven_Out.dwSize))
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{
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ERRLOG1(g_Log, "CID:%10u / Inventory convert failed", dwCID);
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}
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else
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{
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if(0 != m_lpCIDSkillDataMap)
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{
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SkillDataMap::iterator pos = m_lpCIDSkillDataMap->find(dwCID);
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SkillDataMap::iterator end = m_lpCIDSkillDataMap->end();
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// 인벤, 창고, Temp창인 경우에, 3, 4단계 스킬북을 아이템으로 넣어 준다.
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if(pos != end)
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{
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unsigned long dwDataSize = INVEN::MAX_INVEN_SIZE - inven_Out.dwSize;
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GiveSkillBook(0, dwCID, m_DBItemSerialMgr, pos->second,
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invenChecker, "[INVEN]", inven_Out.Data + inven_Out.dwSize, dwDataSize);
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inven_Out.dwSize += dwDataSize;
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}
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}
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charItem_InOut.SetEquip(equip_Out);
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charItem_InOut.SetInven(inven_Out);
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charItem_InOut.SetExtra(extra_Out);
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return CONVERT_SUCCEEDED;
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}
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return CONVERT_FAILED;
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}
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ConvertResult CDBItemConvert::operator()(RylDBCommand::CCharItemEx& charItemEx_InOut)
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{
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CItemListChecker<Item::MAX_TEMP_INVEN_ITEM_NUM> tempInvenChecker(TakeType::TS_TEMPINVEN);
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unsigned long dwCID = charItemEx_InOut.GetCID();
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const EXCHANGE& exchange_In = charItemEx_InOut.GetExchange();
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const TEMPINVEN& tempInven_In = charItemEx_InOut.GetTempInven();
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EXCHANGE exchange_Out;
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TEMPINVEN tempInven_Out;
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memset(&exchange_Out, 0, sizeof(EXCHANGE));
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memset(&tempInven_Out, 0, sizeof(TEMPINVEN));
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exchange_Out.dwSize = EXCHANGE::MAX_EXCHANGE_SIZE;
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tempInven_Out.dwSize = TEMPINVEN::MAX_TEMPINVEN_SIZE;
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if(!ConvertData(0, dwCID, 0,
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exchange_In.Data, exchange_In.dwSize, exchange_Out.Data, exchange_Out.dwSize))
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{
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ERRLOG1(g_Log, "CID:%10u / Exchange convert failed", dwCID);
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}
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else if(!ConvertData(0, dwCID, &tempInvenChecker,
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tempInven_In.Data, tempInven_In.dwSize, tempInven_Out.Data, tempInven_Out.dwSize))
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{
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ERRLOG1(g_Log, "CID:%10u / TempInven convert failed", dwCID);
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}
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else
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{
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if(0 != m_lpCIDSkillDataMap)
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{
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SkillDataMap::iterator pos = m_lpCIDSkillDataMap->find(dwCID);
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SkillDataMap::iterator end = m_lpCIDSkillDataMap->end();
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// 인벤, 창고, Temp창인 경우에, 3, 4단계 스킬북을 아이템으로 넣어 준다.
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if(pos != end)
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{
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unsigned long dwDataSize = TEMPINVEN::MAX_TEMPINVEN_SIZE - tempInven_Out.dwSize;
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GiveSkillBook(0, dwCID, m_DBItemSerialMgr, pos->second,
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tempInvenChecker, "[TEMPINVEN]",
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tempInven_Out.Data + tempInven_Out.dwSize, dwDataSize);
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tempInven_Out.dwSize += dwDataSize;
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}
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}
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charItemEx_InOut.SetExchange(exchange_Out);
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charItemEx_InOut.SetTempInven(tempInven_Out);
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return CONVERT_SUCCEEDED;
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}
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return CONVERT_FAILED;
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}
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ConvertResult CDBItemConvert::operator()(RylDBCommand::CUnifiedStore1& unifiedStore1_InOut)
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{
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CItemArrayChecker<
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ContainerConstant::DEPOSIT_WIDTH,
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ContainerConstant::DEPOSIT_HEIGHT,
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ContainerConstant::MAX_DEPOSIT_TAB> storeChecker(TakeType::TS_DEPOSIT);
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storeChecker.FillTab(2);
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storeChecker.FillTab(3);
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unsigned long dwUID = unifiedStore1_InOut.GetUID();
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const STORE& store_In = unifiedStore1_InOut.GetStore();
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STORE store_Out;
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memset(&store_Out, 0, sizeof(STORE));
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store_Out.dwSize = STORE::MAX_STORE_SIZE;
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if(!ConvertData(dwUID, 0, &storeChecker,
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store_In.Data, store_In.dwSize, store_Out.Data, store_Out.dwSize))
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{
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ERRLOG2(g_Log, "UID:%10u / OldServerGroupID:%d / UnifiedStore convert failed",
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dwUID, unifiedStore1_InOut.GetOldServerGroupID());
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}
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else
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{
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if(0 != m_lpUIDSkillDataMap)
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{
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SkillDataMap::iterator pos = m_lpUIDSkillDataMap->find(dwUID);
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SkillDataMap::iterator end = m_lpUIDSkillDataMap->end();
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// 인벤, 창고, Temp창인 경우에, 3, 4단계 스킬북을 아이템으로 넣어 준다.
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if(pos != end)
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{
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unsigned long dwDataSize = STORE::MAX_STORE_SIZE - store_Out.dwSize;
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GiveSkillBook(dwUID, 0, m_DBItemSerialMgr, pos->second,
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storeChecker, "[UNIFIED_STORE1]", store_Out.Data + store_Out.dwSize, dwDataSize);
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store_Out.dwSize += dwDataSize;
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}
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}
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unifiedStore1_InOut.SetStore(store_Out);
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return CONVERT_SUCCEEDED;
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}
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return CONVERT_FAILED;
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}
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ConvertResult CDBItemConvert::operator()(RylDBCommand::CUnifiedStore2& unifiedStore2_InOut)
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{
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CItemArrayChecker<
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ContainerConstant::DEPOSIT_WIDTH,
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ContainerConstant::DEPOSIT_HEIGHT,
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ContainerConstant::MAX_DEPOSIT_TAB> storeChecker(TakeType::TS_DEPOSIT);
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storeChecker.FillTab(0);
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storeChecker.FillTab(1);
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unsigned long dwUID = unifiedStore2_InOut.GetUID();
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const STORE& store_In = unifiedStore2_InOut.GetStore();
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STORE store_Out;
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memset(&store_Out, 0, sizeof(STORE));
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store_Out.dwSize = STORE::MAX_STORE_SIZE;
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if(!ConvertData(dwUID, 0, &storeChecker,
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store_In.Data, store_In.dwSize, store_Out.Data, store_Out.dwSize))
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{
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ERRLOG2(g_Log, "UID:%10u / OldServerGroupID:%d / Store convert failed",
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dwUID, unifiedStore2_InOut.GetOldServerGroupID());
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}
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else
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{
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if(0 != m_lpUIDSkillDataMap)
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{
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SkillDataMap::iterator pos = m_lpUIDSkillDataMap->find(dwUID);
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SkillDataMap::iterator end = m_lpUIDSkillDataMap->end();
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// 인벤, 창고, Temp창인 경우에, 3, 4단계 스킬북을 아이템으로 넣어 준다.
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if(pos != end)
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{
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unsigned long dwDataSize = STORE::MAX_STORE_SIZE - store_Out.dwSize;
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GiveSkillBook(dwUID, 0, m_DBItemSerialMgr, pos->second,
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storeChecker, "[UNIFIED_STORE2]", store_Out.Data + store_Out.dwSize, dwDataSize);
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store_Out.dwSize += dwDataSize;
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}
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}
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unifiedStore2_InOut.SetStore(store_Out);
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return CONVERT_SUCCEEDED;
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}
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return CONVERT_FAILED;
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}
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bool CDBItemConvert::ConvertData(unsigned long dwUID, unsigned long dwCID, CItemChecker* lpItemChecker,
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const char* szOriginalData, unsigned long dwOriginalSize,
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char* szChangedData, unsigned long& dwChangedSize_InOut)
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{
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const char* szPos = szOriginalData;
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const char* szEnd = szOriginalData + dwOriginalSize;
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char* szResultPos = szChangedData;
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char* szResultEnd = szChangedData + dwChangedSize_InOut;
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Item::Grade::GradeInfo convertedGrade;
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if(0 != dwUID || 0 != dwCID)
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{
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unsigned long dwKey = (0 != dwUID) ? dwUID : dwCID;
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SkillDataMap* lpSkillDataMap = (0 != dwUID) ? m_lpUIDSkillDataMap : m_lpCIDSkillDataMap;
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SkillDataMap::iterator pos;
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SkillDataMap::iterator end;
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if(0 != lpSkillDataMap)
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{
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pos = lpSkillDataMap->find(dwKey);
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if(pos == lpSkillDataMap->end())
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{
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SkillBookInfo skillData;
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memset(&skillData, 0, sizeof(SkillBookInfo));
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pos = lpSkillDataMap->insert(std::make_pair(dwKey, skillData)).first;
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}
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}
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for(; szPos < szEnd && szResultPos < szResultEnd; )
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{
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const Item::ItemData* lpItemData = reinterpret_cast<const Item::ItemData*>(szPos);
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Item::ItemData* lpResultItemData = reinterpret_cast<Item::ItemData*>(szResultPos);
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const Item::ItemInfo* lpNewItemInfo = m_newItemMgr.GetItemInfo(lpItemData->m_usProtoTypeID);
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const OldItem::ItemInfo* lpOldItemInfo = m_oldItemMgr.GetItemInfo(lpItemData->m_usProtoTypeID);
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if(0 == lpNewItemInfo || 0 == lpOldItemInfo)
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{
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ERRLOG4(g_Log, "UID:%10u / CID:%10u / Serial:0x%016I64X / ProtoType:%6d / Script has not this item",
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dwUID, dwCID, lpItemData->m_dwUID, lpItemData->m_usProtoTypeID);
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}
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else if(m_bConvertRebalanceItem &&
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0 != (lpNewItemInfo->m_DetailData.m_dwFlags & Item::DetailData::EQUIP) &&
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sizeof(Item::ItemData) + sizeof(Item::EquipmentInfo) <= lpItemData->m_cItemSize)
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{
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// 장비인 경우 아이템 컨버팅을 한다.
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unsigned long dwDataSize_InOut =
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static_cast<unsigned long>(szResultEnd - szResultPos);
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if(ConvertRebalanceItem(dwUID, dwCID, lpItemData, *lpNewItemInfo, *lpOldItemInfo,
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szResultPos, dwDataSize_InOut, convertedGrade))
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{
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CItemGrade::GetInstance().AddGradeItemNum(convertedGrade.m_eItemGrade);
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// 아이템 위치를 세팅한다.
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if(0 != lpItemChecker)
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{
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lpItemChecker->Set(reinterpret_cast<Item::ItemData*>(szResultPos)->m_ItemPos,
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lpNewItemInfo->m_DetailData.m_cXSize, lpNewItemInfo->m_DetailData.m_cYSize);
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}
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if(m_bRenumberingItemUID)
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{
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// 아이템 시리얼 수정
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unsigned __int64 dwNewItemSerial = m_DBItemSerialMgr.GetNewItemSerial();
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INFLOG4(g_ItemLog, "UID:%10u / CID:%10u / OldItemSerial:0x%016I64X / NewItemSerial:0x%016I64X / Changed item serial",
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dwUID, dwCID, lpItemData->m_dwUID, dwNewItemSerial);
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lpResultItemData->m_dwUID = dwNewItemSerial;
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}
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// 복사 위치 증가
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szResultPos += dwDataSize_InOut;
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}
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else
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{
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ERRLOG4(g_Log, "UID:%10u / CID:%10u / Serial:0x%016I64X / ProtoType:%6d / Item recreation failed",
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dwUID, dwCID, lpItemData->m_dwUID, lpItemData->m_usProtoTypeID);
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}
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}
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else if(0 != lpSkillDataMap &&
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Item::ItemType::SKILL_BOOK == lpNewItemInfo->m_DetailData.m_cItemType)
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{
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// 교환권 배열에 카운팅하고, 아이템을 복사하지 않는다.
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pos->second.m_dwBookNum[lpNewItemInfo->m_UseItemInfo.m_usSkill_LockCount] +=
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lpItemData->m_cNumOrDurability;
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}
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else
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{
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// 아이템 위치를 세팅한다.
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if(0 != lpItemChecker)
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{
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lpItemChecker->Set(lpItemData->m_ItemPos,
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lpNewItemInfo->m_DetailData.m_cXSize, lpNewItemInfo->m_DetailData.m_cYSize);
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}
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// 그냥 아이템을 복사한다.
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memcpy(szResultPos, lpItemData, lpItemData->m_cItemSize);
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szResultPos += lpItemData->m_cItemSize;
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// 아이템 시리얼 수정
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if(m_bRenumberingItemUID)
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{
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unsigned __int64 dwNewItemSerial = m_DBItemSerialMgr.GetNewItemSerial();
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INFLOG4(g_ItemLog, "UID:%10u / CID:%10u / OldItemSerial:0x%016I64X / NewItemSerial:0x%016I64X / Changed item serial",
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dwUID, dwCID, lpItemData->m_dwUID, dwNewItemSerial);
|
|
|
|
lpResultItemData->m_dwUID = dwNewItemSerial;
|
|
}
|
|
}
|
|
|
|
szPos += lpItemData->m_cItemSize;
|
|
}
|
|
}
|
|
|
|
dwChangedSize_InOut = static_cast<unsigned long>(szResultPos - szChangedData);
|
|
return true;
|
|
}
|
|
|
|
void CDBItemConvert::ChangeSkillBookToGold(SkillDataMap& skillDataMap, GoldDataMap& goldDataMap)
|
|
{
|
|
const unsigned long dw1stSkillBookGold = 1000;
|
|
const unsigned long dw2ndSkillBookGold = 10000;
|
|
|
|
SkillDataMap::iterator skill_pos = skillDataMap.begin();
|
|
SkillDataMap::iterator skill_end = skillDataMap.end();
|
|
|
|
GoldDataMap::iterator gold_pos;
|
|
GoldDataMap::iterator gold_end;
|
|
|
|
for(; skill_pos != skill_end; ++skill_pos)
|
|
{
|
|
unsigned long dwKey = skill_pos->first;
|
|
SkillBookInfo& skillData = skill_pos->second;
|
|
|
|
unsigned long dwGold =
|
|
skillData.m_dwBookNum[0] * dw1stSkillBookGold +
|
|
skillData.m_dwBookNum[1] * dw2ndSkillBookGold;
|
|
|
|
// 변환한 스킬북은 0으로 초기화.
|
|
skillData.m_dwBookNum[0] = 0;
|
|
skillData.m_dwBookNum[1] = 0;
|
|
|
|
if(0 < dwGold)
|
|
{
|
|
gold_pos = goldDataMap.lower_bound(dwKey);
|
|
gold_end = goldDataMap.end();
|
|
|
|
if(gold_pos != gold_end && gold_pos->first == dwKey)
|
|
{
|
|
// 이미 있다.
|
|
gold_pos->second += dwGold;
|
|
}
|
|
else
|
|
{
|
|
// 없으므로 새로 삽입.
|
|
goldDataMap.insert(gold_pos, std::make_pair(dwKey, dwGold));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CDBItemConvert::GiveSkillBook(unsigned long dwUID, unsigned long dwCID,
|
|
CDBItemSerialMgr& DBItemSerialMgr, SkillBookInfo& skillData,
|
|
CItemChecker& itemChecker, const char* szPosition,
|
|
char* szData_InOut, unsigned long& dwDataSize_InOut)
|
|
{
|
|
// 이미 ItemChecker에 아이템이 전부 세팅되어 있는 상황이다.
|
|
|
|
Item::ItemPos itemPos;
|
|
|
|
char* szDataPos = szData_InOut;
|
|
const char* szDataEnd = szData_InOut + dwDataSize_InOut;
|
|
|
|
// 3단계 아이템 삽입
|
|
while (0 < skillData.m_dwBookNum[2] &&
|
|
szDataPos + sizeof(Item::ItemData) < szDataEnd &&
|
|
itemChecker.FindEmptyPos(itemPos, 1, 1))
|
|
{
|
|
Item::ItemData skillBook3rd;
|
|
memset(&skillBook3rd, 0, sizeof(Item::ItemData));
|
|
|
|
unsigned char cAmount = 0;
|
|
|
|
if (100 < skillData.m_dwBookNum[2])
|
|
{
|
|
cAmount = 100;
|
|
skillData.m_dwBookNum[2] -= 100;
|
|
}
|
|
else
|
|
{
|
|
cAmount = static_cast<unsigned char>(skillData.m_dwBookNum[2]);
|
|
skillData.m_dwBookNum[2] = 0;
|
|
}
|
|
|
|
skillBook3rd.m_dwUID = DBItemSerialMgr.GetNewItemSerial();
|
|
skillBook3rd.m_usProtoTypeID = 3401;
|
|
skillBook3rd.m_ItemPos = itemPos;
|
|
skillBook3rd.m_cNumOrDurability = static_cast<unsigned char>(cAmount);
|
|
skillBook3rd.m_cItemSize = sizeof(Item::ItemData);
|
|
|
|
memcpy(szDataPos, &skillBook3rd, sizeof(Item::ItemData));
|
|
szDataPos += sizeof(Item::ItemData);
|
|
|
|
itemChecker.Set(itemPos, 1, 1);
|
|
|
|
INFLOG8(g_SkillBookLog, "%s / UID:%10u / CID:%10u / ItemUID:0x%016I64X / PrototypeID:%6d / "
|
|
"ItemPos:(%d:0x%03X) / Num:%3d / 아이템 삽입 성공",
|
|
szPosition, dwUID, dwCID, skillBook3rd.m_dwUID, skillBook3rd.m_usProtoTypeID,
|
|
skillBook3rd.m_ItemPos.m_cPos, skillBook3rd.m_ItemPos.m_cIndex,
|
|
skillBook3rd.m_cNumOrDurability);
|
|
}
|
|
|
|
// 4단계 스킬북 삽입
|
|
while (0 < skillData.m_dwBookNum[3] &&
|
|
szDataPos + sizeof(Item::ItemData) < szDataEnd &&
|
|
itemChecker.FindEmptyPos(itemPos, 1, 1))
|
|
{
|
|
Item::ItemData skillBook4th;
|
|
memset(&skillBook4th, 0, sizeof(Item::ItemData));
|
|
|
|
unsigned char cAmount = 0;
|
|
|
|
if (100 < skillData.m_dwBookNum[3])
|
|
{
|
|
cAmount = 100;
|
|
skillData.m_dwBookNum[3] -= 100;
|
|
}
|
|
else
|
|
{
|
|
cAmount = static_cast<unsigned char>(skillData.m_dwBookNum[3]);
|
|
skillData.m_dwBookNum[3] = 0;
|
|
}
|
|
|
|
skillBook4th.m_dwUID = DBItemSerialMgr.GetNewItemSerial();
|
|
skillBook4th.m_usProtoTypeID = 3402;
|
|
skillBook4th.m_ItemPos = itemPos;
|
|
skillBook4th.m_cNumOrDurability = static_cast<unsigned char>(cAmount);
|
|
skillBook4th.m_cItemSize = sizeof(Item::ItemData);
|
|
|
|
memcpy(szDataPos, &skillBook4th, sizeof(Item::ItemData));
|
|
szDataPos += sizeof(Item::ItemData);
|
|
|
|
itemChecker.Set(itemPos, 1, 1);
|
|
|
|
INFLOG8(g_SkillBookLog, "%s / UID:%10u / CID:%10u / ItemUID:0x%016I64X / PrototypeID:%6d / "
|
|
"ItemPos:(%d:0x%03X) / Num:%3d / 아이템 삽입 성공",
|
|
szPosition, dwUID, dwCID, skillBook4th.m_dwUID, skillBook4th.m_usProtoTypeID,
|
|
skillBook4th.m_ItemPos.m_cPos, skillBook4th.m_ItemPos.m_cIndex,
|
|
skillBook4th.m_cNumOrDurability);
|
|
}
|
|
|
|
dwDataSize_InOut = static_cast<unsigned long>(szDataPos - szData_InOut);
|
|
}
|
|
|
|
|
|
// 캐릭터에 돈 넣어주기
|
|
CDBAddCharGold::CDBAddCharGold(GoldDataMap& CIDGoldDataMap)
|
|
: m_CIDGoldDataMap(CIDGoldDataMap)
|
|
{
|
|
|
|
}
|
|
|
|
ConvertResult CDBAddCharGold::operator()(RylDBCommand::CCharData& charData_InOut)
|
|
{
|
|
GoldDataMap::iterator pos = m_CIDGoldDataMap.find(charData_InOut.GetCID());
|
|
GoldDataMap::iterator end = m_CIDGoldDataMap.end();
|
|
|
|
if(pos != end)
|
|
{
|
|
unsigned long dwGold = pos->second;
|
|
unsigned long dwOldGold = charData_InOut.GetGold();
|
|
unsigned long dwNewGold = dwOldGold;
|
|
|
|
if(dwOldGold < ULONG_MAX - dwGold)
|
|
{
|
|
dwNewGold += dwGold;
|
|
}
|
|
else
|
|
{
|
|
INFLOG4(g_Log, "CID:%10u / Gold:%10u / AddGold:%10u / AddGold Overflow. Gold To %10u",
|
|
charData_InOut.GetCID(), dwOldGold, dwGold, ULONG_MAX);
|
|
|
|
dwNewGold = ULONG_MAX;
|
|
}
|
|
|
|
INFLOG4(g_GoldLog, "CID:%10u / OldGold:%10u / NewGold:%10u / AddGold:%10u / Added inventory gold",
|
|
charData_InOut.GetCID(), dwOldGold, dwNewGold, dwGold);
|
|
|
|
charData_InOut.SetGold(dwNewGold);
|
|
pos->second = 0;
|
|
|
|
return CONVERT_SUCCEEDED;
|
|
}
|
|
|
|
return CONVERT_DO_NOT_WRITE;
|
|
}
|
|
|
|
|
|
// 통합서버 창고에 돈 넣어주기
|
|
CDBAddUnifiedStoreGold::CDBAddUnifiedStoreGold(GoldDataMap& UIDGoldDataMap)
|
|
: m_UIDGoldDataMap(UIDGoldDataMap)
|
|
{
|
|
|
|
}
|
|
|
|
|
|
ConvertResult CDBAddUnifiedStoreGold::operator()(RylDBCommand::CUnifiedStore1& unifiedStore1_InOut)
|
|
{
|
|
GoldDataMap::iterator pos = m_UIDGoldDataMap.find(unifiedStore1_InOut.GetUID());
|
|
GoldDataMap::iterator end = m_UIDGoldDataMap.end();
|
|
|
|
if(pos != end)
|
|
{
|
|
unsigned long dwGold = pos->second;
|
|
unsigned long dwOldGold = unifiedStore1_InOut.GetGold();
|
|
unsigned long dwNewGold = dwOldGold;
|
|
|
|
if(dwOldGold < ULONG_MAX - dwGold)
|
|
{
|
|
dwNewGold += dwGold;
|
|
}
|
|
else
|
|
{
|
|
INFLOG5(g_Log, "UID:%10u / ServerGroupID:%d / Gold:%10u / AddGold:%10u / AddGold Overflow. Gold To %10u",
|
|
unifiedStore1_InOut.GetUID(), unifiedStore1_InOut.GetOldServerGroupID(),
|
|
dwOldGold, dwGold, ULONG_MAX);
|
|
|
|
dwNewGold = ULONG_MAX;
|
|
}
|
|
|
|
INFLOG5(g_GoldLog, "UID:%10u / ServerGroupID:%d / OldGold:%10u / NewGold:%10u / AddGold:%10u / Added store gold",
|
|
unifiedStore1_InOut.GetUID(), unifiedStore1_InOut.GetOldServerGroupID(),
|
|
dwOldGold, dwNewGold, dwGold);
|
|
|
|
unifiedStore1_InOut.SetGold(dwNewGold);
|
|
pos->second = 0;
|
|
|
|
return CONVERT_SUCCEEDED;
|
|
}
|
|
|
|
return CONVERT_DO_NOT_WRITE;
|
|
}
|
|
|
|
|
|
ConvertResult CDBAddUnifiedStoreGold::operator()(RylDBCommand::CUnifiedStore2& unifiedStore2_InOut)
|
|
{
|
|
return CONVERT_DO_NOT_WRITE;
|
|
}
|
|
|
|
|
|
// 남은 스킬북 로그로 남기기
|
|
void LogRemainSkillBook(SkillDataMap& SkillDataMap, const char* szHeader)
|
|
{
|
|
SkillDataMap::iterator pos = SkillDataMap.begin();
|
|
SkillDataMap::iterator end = SkillDataMap.end();
|
|
|
|
for(; pos != end; ++pos)
|
|
{
|
|
unsigned long dwKey = pos->first;
|
|
SkillBookInfo& data = pos->second;
|
|
|
|
if (0 != data.m_dwBookNum[0] || 0 != data.m_dwBookNum[1] ||
|
|
0 != data.m_dwBookNum[2] || 0 != data.m_dwBookNum[3])
|
|
{
|
|
INFLOG6(g_Log, "Remain skillBook(%s/%10u) : %3d / %3d / %3d / %3d",
|
|
szHeader, dwKey, data.m_dwBookNum[0], data.m_dwBookNum[1],
|
|
data.m_dwBookNum[2], data.m_dwBookNum[3]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// 남은 스킬북 로그로 남기기
|
|
void LogRemainGold(GoldDataMap& GoldDataMap, const char* szHeader)
|
|
{
|
|
GoldDataMap::iterator pos = GoldDataMap.begin();
|
|
GoldDataMap::iterator end = GoldDataMap.end();
|
|
|
|
for(; pos != end; ++pos)
|
|
{
|
|
unsigned long dwKey = pos->first;
|
|
unsigned long dwGold = pos->second;
|
|
|
|
if (0 != dwGold)
|
|
{
|
|
INFLOG3(g_Log, "Remain Gold(%s/%10u) : %10u",
|
|
szHeader, dwKey, dwGold);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|