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>
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
#ifndef _RYL_GAMEDB_H_
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#define _RYL_GAMEDB_H_
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#include <DB/DBComponent.h>
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/*!
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\class CGameDB
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게임 데이터 베이스
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*/
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class CGameDB : public CDBComponent
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{
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public:
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#pragma pack(1)
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enum SIZE
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{
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MAX_CHAR_SLOT = 5
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};
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struct In_UserInfo
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{
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unsigned long Char1;
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unsigned long Char2;
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unsigned long Char3;
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unsigned long Char4;
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unsigned long Char5;
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};
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struct Out_CharList
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{
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char m_szCharName[16];
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unsigned long m_UID;
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unsigned long m_CID;
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};
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#pragma pack()
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public:
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bool CIDByCharacterList(unsigned long CID, void* GetData); // 단일 캐릭터만 나옴
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bool CNameByCharacterList(char* szCharacterName, void* GetData); // 단일 캐릭터만 나옴
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bool CIDByUID(unsigned long CID, void* GetData); // CID로 UID 얻기
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bool CharacterNameByCID(char* szCharacterName, void* GetData); // 캐릭터 이름으로 CID 얻기
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bool CIDByCharacterName(unsigned long CID, void* GetData); // CID로 캐릭터 이름 얻기
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bool UseCharacterName(char* szName); // 해당 캐릭명이 사용중인지 판별
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bool ChangeName(unsigned long dwCID, char* szName); // 캐릭터 이름 변경
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// Part2Selectable 타입의 영향을 받는 루틴
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bool UIDByCharacterList(unsigned long UID, unsigned int nAgentType, unsigned int nOldServerID, void* GetData); // 복수의 캐릭터가 있을수 있음
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bool UIDbyUserInfo(unsigned long dwUID, unsigned int nAgentType, unsigned int nOldServerID, void* GetData); // UID로 캐릭터 리스트 가져오기
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bool GetUserNation(unsigned int nAgentType, unsigned long dwUID, unsigned long dwCID, void* GetData); // 계정 국가 얻기
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unsigned char GetOldServerGroupID(unsigned long dwCID); // 해당 CID가 연결되있는 UserInfo의 OldServerGroupID 얻기
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private:
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char m_szQuery[MAX_QUERY_LENGTH];
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};
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#endif |