Files
Client/Server/RylServerProject/RylDBAgentServer/Castle/CastleDB.cpp
LGram16 dd97ddec92 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>
2025-11-29 20:17:20 +09:00

598 lines
16 KiB
C++

#include "stdafx.h"
#include "CastleDB.h"
#include <Creature/Siege/SiegeObjectDB.h>
#include <Creature/Siege/CastleGateDB.h>
#include <Community/Guild/GuildDB.h>
#include <Community/Guild/GuildDBMgr.h>
#include <DB/DBComponent.h>
#include <Castle/CastleDBComponent.h>
#include <Castle/CastleDBMgr.h>
#include <GameTime/GameTimeDBMgr.h>
#include <Network/Packet/WrapPacket.h>
#include <Network/Packet/PacketCommand.h>
#include <Network/Packet/PacketStruct/ServerInfo.h>
#include <Network/Dispatch/GameDispatch.h>
#include <Utility/Setup/ServerSetup.h>
#include <Log/ServerLog.h>
CCastleDB::CCastleDB(CDBComponent& DBComponent, const CastleInfoDB& CastleInfo)
: m_dwCastleID(Castle::CASTLE_BIT | CastleInfo.m_dwCastleID),
m_cNation(CastleInfo.m_cNation),
m_cZone(CastleInfo.m_cZone),
m_cChannel(CastleInfo.m_cChannel),
m_cNameID(CastleInfo.m_cNameID),
m_cSiegeCount(CastleInfo.m_cSiegeCount),
m_cInvincibleCount(CastleInfo.m_cInvincibleCount),
m_wTotalSiegeCount(CastleInfo.m_wTotalSiegeCount),
m_dwTotalTaxMoney(CastleInfo.m_dwTotalTaxMoney),
m_wItemID(CastleInfo.m_wItemID),
m_cItemNum(CastleInfo.m_cItemNum),
m_bEnableSiege(false),
m_DBComponent(DBComponent)
{
::memcpy(&m_CastleRight, CastleInfo.m_szRight, sizeof(CastleRight));
m_BackDoorPos[0] = CastleInfo.m_InPos;
m_BackDoorPos[1] = CastleInfo.m_OutPos;
::memset(&m_CastleTax, 0, sizeof(CastleTaxInfo) * Castle::MAX_TAX_TYPE);
CheckEnableSiege( CGameTimeDBMgr::GetInstance().IsSiegeWarTime() );
}
CCastleDB::~CCastleDB()
{
}
bool CCastleDB::ChangeCastleMaster(unsigned char cNation)
{
m_cNation = cNation;
m_cSiegeCount = 0;
m_cInvincibleCount = Castle::INVINCIBLE_COUNT;
m_wTotalSiegeCount = 0;
m_dwTotalTaxMoney = 0;
m_wItemID = 0;
m_cItemNum = 0;
m_bEnableSiege = (m_cInvincibleCount > 0) ? false : true;
m_CastleRight = CastleRight();
::memset(&m_CastleTax, 0, sizeof(CastleTaxInfo) * Castle::MAX_TAX_TYPE);
m_AccumulatedMineralMap.clear();
m_TemporaryMineralMap.clear();
// DB 에 정보 저장
DBComponent::CastleDB::UpdateCastleInfo(m_DBComponent, m_dwCastleID, m_cNation, m_cSiegeCount, m_cInvincibleCount,
m_wTotalSiegeCount, m_dwTotalTaxMoney, m_wItemID, m_cItemNum);
DBComponent::CastleDB::DeleteCastleTaxInfo(m_DBComponent, m_dwCastleID);
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID);
DBComponent::CastleDB::UpdateCastleRight(m_DBComponent, m_dwCastleID, reinterpret_cast<char *>(&m_CastleRight), sizeof(CastleRight));
// 성 오브젝트들의 소유 국가들을 모두 변경한다.
ChangeCastleObjectNation(cNation);
// 수성 병기를 병기 관리 NPC 로 돌려놓는다.
DestroyAllCastleArms();
// 공성 가능 정보 변경 전송
CGameTimeDBMgr::GetInstance().SendGameTimeInfo( GetCastleID() );
return true;
}
bool CCastleDB::InsertCastleObject(CSiegeObjectDB* lpCastleObject)
{
if (lpCastleObject)
{
lpCastleObject->SetNation(m_cNation);
lpCastleObject->SetZoneChannel(m_cZone, m_cChannel);
return m_CastleObjectMap.insert(std::make_pair(lpCastleObject->GetCID(), lpCastleObject)).second;
}
return false;
}
bool CCastleDB::DeleteCastleObject(unsigned long dwCID)
{
return true;
}
bool CCastleDB::DeleteCastleObject(CSiegeObjectDB* lpSiegeObject)
{
return true;
}
void CCastleDB::LoseOwnership()
{
m_cNation = 0;
m_cSiegeCount = 0;
m_cInvincibleCount = 0;
m_wTotalSiegeCount = 0;
m_dwTotalTaxMoney = 0;
m_wItemID = 0;
m_cItemNum = 0;
m_bEnableSiege = true;
m_CastleRight = CastleRight();
::memset(&m_CastleTax, 0, sizeof(CastleTaxInfo) * Castle::MAX_TAX_TYPE);
m_AccumulatedMineralMap.clear();
m_TemporaryMineralMap.clear();
// DB 업데이트..
DBComponent::CastleDB::UpdateCastleInfo(m_DBComponent, m_dwCastleID, m_cNation, m_cSiegeCount, m_cInvincibleCount,
m_wTotalSiegeCount, m_dwTotalTaxMoney, m_wItemID, m_cItemNum);
DBComponent::CastleDB::DeleteCastleTaxInfo(m_DBComponent, m_dwCastleID);
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID);
DBComponent::CastleDB::UpdateCastleRight(m_DBComponent, m_dwCastleID, reinterpret_cast<char *>(&m_CastleRight), sizeof(CastleRight));
// 성 오브젝트 중립화
ChangeCastleObjectNation(0);
// 수성 병기를 병기 관리 NPC 로 돌려놓는다.
DestroyAllCastleArms();
// 성 소유 중립화 명령 전송
CSiegeObjectDB* lpEmblem = GetCastleEmblem();
if (lpEmblem)
{
lpEmblem->SendCastleCmd(0, PktCastleCmd::CASTLE_LOSE_OWNERSHIP);
}
// 공성 가능 정보 변경 전송
CGameTimeDBMgr::GetInstance().SendGameTimeInfo( GetCastleID() );
}
void CCastleDB::CloseCastleGate()
{
CSiegeObjectDB* lpGate = GetCastleGate();
if (lpGate)
{
// HP 를 Full 로 하는것은 게임 서버에서 얼마로 채울것인지 보내준다.
static_cast<CCastleGateDB* >(lpGate)->ForceClose();
}
}
void CCastleDB::OpenCastleGate()
{
CSiegeObjectDB* lpGate = GetCastleGate();
if (lpGate)
{
// HP 를 Full 로 하는것은 게임 서버에서 얼마로 채울것인지 보내준다.
static_cast<CCastleGateDB* >(lpGate)->ForceOpen();
}
}
void CCastleDB::ChangeCastleObjectNation(unsigned char cNation)
{
CastleObjectMap::iterator itr = m_CastleObjectMap.begin();
CastleObjectMap::iterator end = m_CastleObjectMap.end();
CSiegeObjectDB* lpCastleObject = NULL;
while (itr != end)
{
lpCastleObject = itr->second;
if (lpCastleObject)
{
lpCastleObject->SetNation(cNation);
}
++itr;
}
}
void CCastleDB::DestroyAllCastleArms()
{
CastleObjectMap::iterator itr = m_CastleObjectMap.begin();
CastleObjectMap::iterator end = m_CastleObjectMap.end();
CSiegeObjectDB* lpCastleObject = NULL;
while (itr != end)
{
lpCastleObject = itr->second;
if (lpCastleObject && lpCastleObject->IsCastleArms())
{
lpCastleObject->Destroy(); // 수성 병기들은 병기 관리 NPC 로 돌려놓는다.
// 중계서버에서 파괴된 각자의 패킷을 보내지 않고,
// 중계서버와 게임서버가 각자 처리하도록 해놓았음..
//lpCastleObject->SendCastleCmd(0, PktCastleCmd::CASTLE_DESTROY_ARMS);
}
++itr;
}
}
CSiegeObjectDB* CCastleDB::GetCastleEmblem()
{
CastleObjectMap::iterator itr = m_CastleObjectMap.begin();
CSiegeObjectDB* lpCastleObject = NULL;
while (itr != m_CastleObjectMap.end())
{
lpCastleObject = itr->second;
if (lpCastleObject && lpCastleObject->IsEmblem())
{
return lpCastleObject;
}
++itr;
}
return NULL;
}
CSiegeObjectDB* CCastleDB::GetCastleGate()
{
CastleObjectMap::iterator itr = m_CastleObjectMap.begin();
CSiegeObjectDB* lpCastleObject = NULL;
while (itr != m_CastleObjectMap.end())
{
lpCastleObject = itr->second;
if (lpCastleObject && lpCastleObject->IsGate())
{
return lpCastleObject;
}
++itr;
}
return NULL;
}
CSiegeObjectDB* CCastleDB::GetCastleObject(unsigned long dwCastleObjectID)
{
CastleObjectMap::iterator itr = m_CastleObjectMap.find(dwCastleObjectID);
if (itr != m_CastleObjectMap.end()) return itr->second;
return NULL;
}
void CCastleDB::CheckEnableSiege(bool bIsSiegeTime)
{
if (bIsSiegeTime == m_bEnableSiege)
{
return;
}
m_bEnableSiege = false;
if (bIsSiegeTime && 0 == m_cInvincibleCount)
{
m_bEnableSiege = true;
}
}
void CCastleDB::UpdateSiegeCount()
{
SERVER_ID serverID;
serverID.sID.Type = CServerSetup::GameServer;
serverID.sID.Group = CServerSetup::GetInstance().GetServerGroup();
serverID.sID.Channel = m_cChannel;
serverID.sID.ID = m_cZone;
GET_MULTI_DISPATCH(lpGameDispatch, serverID.dwID,
DBAgent::CGameDispatch, DBAgent::CGameDispatch::GetDispatchTable());
if (m_bEnableSiege)
{
++m_wTotalSiegeCount;
}
if (m_cInvincibleCount)
{
--m_cInvincibleCount;
}
++m_cSiegeCount;
if (m_cSiegeCount >= Castle::TEMP_TAX_GAIN_COUNT)
{
m_cSiegeCount = 0;
unsigned long dwMoveTempMoney[ Castle::MAX_TAX_TYPE ] = { 0, };
for (int i=0; i<Castle::MAX_TAX_TYPE; ++i)
{
dwMoveTempMoney[ i ] = m_CastleTax[ i ].m_dwTempTaxMoney;
m_CastleTax[ i ].m_dwTaxMoney += m_CastleTax[ i ].m_dwTempTaxMoney;
m_CastleTax[ i ].m_dwTempTaxMoney = 0;
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTaxMoney(m_DBComponent, m_dwCastleID, i, m_CastleTax[ i ].m_dwTempTaxMoney, m_CastleTax[ i ].m_dwTaxMoney);
}
// 누적 세금 정보 전송
if (NULL != lpGameDispatch)
{
CSendStream& SendStream = lpGameDispatch->GetSendStream();
char* lpBuffer = SendStream.GetBuffer(sizeof(PktCastleTaxMove));
if (NULL != lpBuffer)
{
PktCastleTaxMove* lpPktCastleTaxMove = reinterpret_cast<PktCastleTaxMove*>(lpBuffer);
lpPktCastleTaxMove->m_dwCastleID = m_dwCastleID;
for (int j=0; j<Castle::MAX_TAX_TYPE; ++j)
{
lpPktCastleTaxMove->m_dwMoveTempMoney[ j ] = dwMoveTempMoney[ j ];
lpPktCastleTaxMove->m_dwResultTaxMoney[ j ] = m_CastleTax[ j ].m_dwTaxMoney;
}
SendStream.WrapHeader(sizeof(PktCastleTaxMove), CmdCastleTaxMove, 0, 0);
}
}
}
// DB 업데이트
DBComponent::CastleDB::UpdateCastleSiegeCount(m_DBComponent, m_dwCastleID, m_cSiegeCount, m_cInvincibleCount, m_wTotalSiegeCount);
// 공성 횟수 정보 전송
if (NULL != lpGameDispatch)
{
CSendStream& SendStream = lpGameDispatch->GetSendStream();
char* lpBuffer = SendStream.GetBuffer(sizeof(PktCastleSiegeCount));
if (NULL != lpBuffer)
{
PktCastleSiegeCount* lpPktCastleSiegeCount = reinterpret_cast<PktCastleSiegeCount*>(lpBuffer);
lpPktCastleSiegeCount->m_dwCastleID = m_dwCastleID;
lpPktCastleSiegeCount->m_cSiegeCount = m_cSiegeCount;
lpPktCastleSiegeCount->m_cInvincibleCount = m_cInvincibleCount;
lpPktCastleSiegeCount->m_wTotalSiegeCount = m_wTotalSiegeCount;
SendStream.WrapHeader(sizeof(PktCastleSiegeCount), CmdCastleSiegeCount, 0, 0);
}
}
// 세율 조정 가능 변수 초기화
for (int i=0; i<Castle::MAX_TAX_TYPE; ++i)
{
m_CastleTax[ i ].m_cTaxChangable = Castle::TAX_ENABLE;
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTaxChangable(m_DBComponent, m_dwCastleID, i, Castle::TAX_ENABLE);
}
}
// 거두어 들인 세금을 길드 금고로
void CCastleDB::TakeTaxMoney(unsigned char cType, unsigned long dwTakeTaxMoney)
{
// CASTLE_TODO : 성이 길드 소유가 아니므로 일단 구현부분을 주석 처리 해둔다.
/*
// edith 세금 부분 추가 (주석처리 뺐음)
Guild::CGuildDB* lpGuild = static_cast<Guild::CGuildDB*>(
Guild::CGuildDBMgr::GetInstance().GetGuild(m_dwGID));
if (lpGuild)
{
if (Castle::CAMP_MINERAL_TAX == cType)
{
m_dwTotalTaxMoney += dwTakeTaxMoney;
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTotalTaxMoney(m_DBComponent, m_dwCastleID, m_dwTotalTaxMoney);
}
else
{
lpGuild->AddGold(dwTakeTaxMoney);
m_CastleTax[ cType ].m_dwTaxMoney -= dwTakeTaxMoney;
m_dwTotalTaxMoney += dwTakeTaxMoney;
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTaxMoney(m_DBComponent, m_dwCastleID, cType,
m_CastleTax[cType].m_dwTempTaxMoney, m_CastleTax[cType].m_dwTaxMoney);
DBComponent::CastleDB::UpdateCastleTotalTaxMoney(m_DBComponent, m_dwCastleID, m_dwTotalTaxMoney);
}
}
*/
}
// 광물 세금 회수
bool CCastleDB::GainMineral(unsigned short wMineralID, unsigned short wAmount)
{
MineralInfoMap::iterator itr = m_AccumulatedMineralMap.find(wMineralID);
if (itr != m_AccumulatedMineralMap.end())
{
if (itr->second < wAmount)
{
ERRLOG4(g_Log, "획득할려는 아이템 수보다 현재 누적된 아이템 수가 더 적습니다.( CastleID : 0x%08x, MineralID : %d, CurrentAmount : %d, GainAmount : %d )",
m_dwCastleID, wMineralID, itr->second, wAmount);
return false;
}
else
{
if (itr->second == wAmount)
{
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID, Siege::ACCUMULATED_MINERAL, wMineralID);
m_AccumulatedMineralMap.erase(itr);
}
else
{
itr->second -= wAmount;
DBComponent::CastleDB::UpdateCastleMineralInfo(m_DBComponent, m_dwCastleID, Siege::ACCUMULATED_MINERAL, wMineralID, itr->second);
}
return true;
}
}
return false;
}
// 게임 서버로부터 임시 세금정보 업데이트
bool CCastleDB::SetTempTaxMoney(unsigned long* dwTempTaxMoney, unsigned long* dwTaxMoney)
{
if (NULL == dwTempTaxMoney || NULL == dwTaxMoney)
{
return false;
}
for (int i=0; i<Castle::MAX_TAX_TYPE; ++i)
{
// 누적 세금 정보가 같을 때만 업데이트한다.!!
// (GS -> DBA : 임시 세금 정보 패킷전송, DBA -> GS : 임시 세금 -> 누적세금 패킷전송 간의 시간차로 인한 문제가 없게하기 위해)
if (m_CastleTax[ i ].m_dwTaxMoney == dwTaxMoney[ i ])
{
m_CastleTax[ i ].m_dwTempTaxMoney = dwTempTaxMoney[ i ];
// DB 업데이트
DBComponent::CastleDB::UpdateCastleTaxMoney(m_DBComponent, m_dwCastleID, i,
m_CastleTax[i].m_dwTempTaxMoney, m_CastleTax[i].m_dwTaxMoney);
}
}
return true;
}
// 게임 서버로부터 광물 세금정보 업데이트
bool CCastleDB::SetMineralInfo(unsigned char cMineralType, unsigned char cNum, CastleMineral* lpMineralInfo)
{
switch (cMineralType)
{
case Siege::TEMPORARY_MINERAL :
{
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID, cMineralType);
m_TemporaryMineralMap.clear();
for (int i=0; i<cNum; ++i)
{
DBComponent::CastleDB::InsertCastleMineralInfo(m_DBComponent, m_dwCastleID, cMineralType,
lpMineralInfo->m_wMineralID, lpMineralInfo->m_wAmount);
InsertMineralInfo(cMineralType, *lpMineralInfo);
++lpMineralInfo;
}
}
break;
case Siege::ACCUMULATED_MINERAL :
{
DBComponent::CastleDB::DeleteCastleMineralInfo(m_DBComponent, m_dwCastleID, cMineralType);
m_AccumulatedMineralMap.clear();
for (int i=0; i<cNum; ++i)
{
DBComponent::CastleDB::InsertCastleMineralInfo(m_DBComponent, m_dwCastleID, cMineralType,
lpMineralInfo->m_wMineralID, lpMineralInfo->m_wAmount);
InsertMineralInfo(cMineralType, *lpMineralInfo);
++lpMineralInfo;
}
}
break;
default: return false;
}
return true;
}
void CCastleDB::SetTax(unsigned char cType, unsigned char cTax) // 세율 변경
{
if (cType < Castle::MAX_TAX_TYPE)
{
m_CastleTax[ cType ].m_cTax = cTax;
m_CastleTax[ cType ].m_cTaxChangable = Castle::TAX_DISABLE;
DBComponent::CastleDB::UpdateCastleTax(m_DBComponent, m_dwCastleID, cType, cTax);
DBComponent::CastleDB::UpdateCastleTaxChangable(m_DBComponent, m_dwCastleID, cType, Castle::TAX_DISABLE);
}
}
bool CCastleDB::SetTaxInfo(const CastleTaxInfoDB& taxInfo)
{
if (taxInfo.m_cTaxType < Castle::MAX_TAX_TYPE)
{
m_CastleTax[ taxInfo.m_cTaxType ].m_cTaxType = taxInfo.m_cTaxType;
m_CastleTax[ taxInfo.m_cTaxType ].m_cTax = taxInfo.m_cTax;
m_CastleTax[ taxInfo.m_cTaxType ].m_dwTempTaxMoney = taxInfo.m_dwTempTaxMoney;
m_CastleTax[ taxInfo.m_cTaxType ].m_dwTaxMoney = taxInfo.m_dwTaxMoney;
m_CastleTax[ taxInfo.m_cTaxType ].m_cTaxChangable = taxInfo.m_cTaxChangable;
return true;
}
else
{
// TODO : Log
}
return false;
}
bool CCastleDB::SetMineralInfo(const CastleMineralInfoDB& mineralInfo)
{
if (mineralInfo.m_wAmount > 0)
{
switch (mineralInfo.m_cFlag)
{
case Siege::ACCUMULATED_MINERAL :
{
m_AccumulatedMineralMap.insert( std::make_pair(mineralInfo.m_wMineralID, mineralInfo.m_wAmount) ).second;
}
break;
case Siege::TEMPORARY_MINERAL :
{
m_TemporaryMineralMap.insert( std::make_pair(mineralInfo.m_wMineralID, mineralInfo.m_wAmount) ).second;
}
break;
default: return false;
}
}
return true;
}
bool CCastleDB::InsertMineralInfo(unsigned char cMineralType, const CastleMineral& mineralInfo)
{
if (mineralInfo.m_wAmount > 0)
{
switch (cMineralType)
{
case Siege::ACCUMULATED_MINERAL :
{
m_AccumulatedMineralMap.insert( std::make_pair(mineralInfo.m_wMineralID, mineralInfo.m_wAmount) ).second;
}
break;
case Siege::TEMPORARY_MINERAL :
{
m_TemporaryMineralMap.insert( std::make_pair(mineralInfo.m_wMineralID, mineralInfo.m_wAmount) ).second;
}
break;
default: return false;
}
}
return true;
}
void CCastleDB::SetRight(CastleRight castleRight) // 관리 권한 변경
{
m_CastleRight = castleRight;
DBComponent::CastleDB::UpdateCastleRight(m_DBComponent, m_dwCastleID, reinterpret_cast<char*>(&m_CastleRight), sizeof(CastleRight));
}
void CCastleDB::SetUpgradeItemInfo(unsigned short wItemID, unsigned char cItemNum)
{
m_wItemID = wItemID;
m_cItemNum = cItemNum;
DBComponent::CastleDB::UpdateCastleUpgradeItemInfo(m_DBComponent, m_dwCastleID, m_wItemID, m_cItemNum);
}