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>
47 lines
1.1 KiB
C++
47 lines
1.1 KiB
C++
#ifndef _RYL_DBAGENT_STATUE_DB_MANAGER_H_
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#define _RYL_DBAGENT_STATUE_DB_MANAGER_H_
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// 국가전 석상 DB 정보를 가지고 있는 객체
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#pragma once
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#include <map>
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#include <Network/Packet/PacketStruct/CastlePacket.h>
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// 전방 참조
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class CDBComponent;
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class CSendStream;
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class CStatueDBMgr
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{
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public:
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static CStatueDBMgr& GetInstance();
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// <Key, StatueInfo*> : Key = (Index << 16) | (Channel)
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typedef std::map<unsigned long, StatueInfoDB*> StatueMap;
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bool Initialize(CDBComponent& DBComponent);
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unsigned long CalcKeyValue(unsigned long dwIndex, unsigned char cChannel) const;
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bool UpdateKID(unsigned long dwIndex, unsigned char cChannel, unsigned short wNewKID);
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bool UpdateLostHP(unsigned long dwIndex, unsigned char cChannel, unsigned long dwLostHP);
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// Send to gameserver
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void SendStatueInfo(CSendStream& SendStream, unsigned char cChannel);
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private:
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CStatueDBMgr();
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~CStatueDBMgr();
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StatueInfoDB* CreateStatue( const StatueInfoDB& statueInfo ) ;
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void ClearStatueMap() ;
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CDBComponent* m_lpDBComponent;
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StatueMap m_StatueMap;
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};
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#endif // _RYL_DBAGENT_STATUE_DB_MANAGER_H_
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