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>
233 lines
6.3 KiB
C++
233 lines
6.3 KiB
C++
#include "stdafx.h"
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#include "CastleEmblemDB.h"
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#include "SiegeObjectDBMgr.h"
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#include <Network/Packet/PacketCommand.h>
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#include <Network/Packet/WrapPacket.h>
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#include <Network/Packet/PacketStruct/ServerInfo.h>
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#include <Network/Dispatch/GameDispatch.h>
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#include <Community/Guild/GuildDB.h>
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#include <Community/Guild/GuildDBMgr.h>
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#include <Castle/CastleDB.h>
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#include <Castle/CastleDBMgr.h>
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#include <DB/DBComponent.h>
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#include <Castle/CastleDBComponent.h>
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#include <Utility/Setup/ServerSetup.h>
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#include <atltime.h>
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#include <GameTime/GameTimeDBMgr.h>
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CCastleEmblemDB::CCastleEmblemDB(CDBComponent& DBComponent, const CastleObjectInfoDB& CastleObject)
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: CSiegeObjectDB(DBComponent, CastleObject), m_cEnemyNation(0)
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{
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m_cSubState = Siege::MINE;
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}
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CCastleEmblemDB::~CCastleEmblemDB()
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{
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}
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bool CCastleEmblemDB::Upgrade(unsigned char cUpgradeTime, unsigned long dwUpgradeGold, unsigned char cUpgradeType)
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{
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if (Siege::COMPLETE == m_cState)
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{
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if (Siege::MAX_EMBLEM_UPGRADE == m_cUpgradeStep) return false;
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m_cState = Siege::UPGRADING;
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if (0 == m_cUpgradeStep) m_cUpgradeType = cUpgradeType;
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m_cUpgradeTime = cUpgradeTime;
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SYSTEMTIME sysTime;
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GetLocalTime(&sysTime);
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m_TimeValue.Year = sysTime.wYear;
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m_TimeValue.Month = sysTime.wMonth;
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m_TimeValue.Day = sysTime.wDay;
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m_TimeValue.Hour = sysTime.wHour;
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m_TimeValue.Minute = sysTime.wMinute;
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m_TimeValue.Second = sysTime.wSecond;
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DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, m_cSubState);
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DBComponent::CastleDB::UpdateCastleObjectTime(m_DBComponent, m_dwCID, sysTime);
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return true;
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}
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return false;
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}
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bool CCastleEmblemDB::Destroy(unsigned long dwEnemyNation, bool bDeductFame)
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{
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m_cState = Siege::DEVELOPING;
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m_cUpgradeStep = 0;
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m_cUpgradeType = Siege::NO_JEWEL;
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if (m_cSubState == Siege::ENEMY)
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{
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m_cSubState = Siege::MINE;
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m_cEnemyNation = 0;
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}
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else
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{
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m_cSubState = Siege::ENEMY;
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m_cEnemyNation = (unsigned char)dwEnemyNation;
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}
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SYSTEMTIME sysTime;
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GetLocalTime(&sysTime);
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m_TimeValue.Year = sysTime.wYear;
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m_TimeValue.Month = sysTime.wMonth;
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m_TimeValue.Day = sysTime.wDay;
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m_TimeValue.Hour = sysTime.wHour;
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m_TimeValue.Minute = sysTime.wMinute;
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m_TimeValue.Second = sysTime.wSecond;
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DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, Siege::MINE);
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DBComponent::CastleDB::UpdateCastleObjectUpgrade(m_DBComponent, m_dwCID, m_cUpgradeStep, m_cUpgradeType);
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DBComponent::CastleDB::UpdateCastleObjectTime(m_DBComponent, m_dwCID, sysTime);
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// 상징물이 부셔지면 성문도 부서지도록 만든다.
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Castle::CCastleDB* lpCastle = Castle::CCastleDBMgr::GetInstance().GetCastle(m_dwCampOrCastleID);
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if (0 != lpCastle)
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{
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CSiegeObjectDB* lpGate = lpCastle->GetCastleGate();
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if (0 != lpGate && Siege::DESTROYED != lpGate->GetState())
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{
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lpGate->Destroy();
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lpGate->SendCastleCmd(0, PktCastleCmd::CASTLE_DESTROY_GATE);
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}
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}
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return true;
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}
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void CCastleEmblemDB::UpdateHP(unsigned long dwNowHP)
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{
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CSiegeObjectDB::UpdateHP(dwNowHP);
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DBComponent::CastleDB::UpdateCastleObjectHP(m_DBComponent, m_dwCID, m_dwHP);
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}
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Siege::eReturn CCastleEmblemDB::Process()
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{
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CTime nowTime = CTime::GetCurrentTime();
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CTimeSpan timeSpan(0);
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switch (m_cState)
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{
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case Siege::COMPLETE: // 소환 완료 상태
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{
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}
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break;
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case Siege::DEVELOPING: // 소환중
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{
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if (0 != m_TimeValue.Year)
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{
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CTime summonTime(m_TimeValue.Year, m_TimeValue.Month, m_TimeValue.Day,
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m_TimeValue.Hour, m_TimeValue.Minute, m_TimeValue.Second);
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timeSpan = nowTime - summonTime;
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if (timeSpan.GetTotalMinutes() >= Siege::EMBLEM_SUMMON_TIME)
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{
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// 성 상징물 소환 완료
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m_cState = Siege::COMPLETE;
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DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, Siege::MINE);
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if (m_cSubState == Siege::MINE)
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{
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// 아군이 소환 완료
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// 게임 서버에게 결과 전송..
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// [Out] dwValue1 : SubState (아군이 소환했는지, 적이 소환했는지 정보)
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SendCastleCmd(m_cSubState, PktCastleCmd::CASTLE_SUMMON_EMBLEM_COMPLETE);
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Castle::CCastleDB* lpCastle = Castle::CCastleDBMgr::GetInstance().GetCastle( GetCastleID() );
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if(lpCastle)
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{
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lpCastle->ChangeCastleMaster(static_cast<unsigned char>(lpCastle->GetNation()));
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SendCastleCmd(lpCastle->GetNation(), PktCastleCmd::CASTLE_CHANGE_MASTER);
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}
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}
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else
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{
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// 적군이 소환 완료.. 성주 변경
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Castle::CCastleDB* lpCastle = Castle::CCastleDBMgr::GetInstance().GetCastle( GetCastleID() );
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if (lpCastle)
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{
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if(CGameTimeDBMgr::GetInstance().IsSiegeWarTime())
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{
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// CASTLE_TODO : 공성전은 길드와 무관하다.
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// CSiegeObjectDBMgr::GetInstance().DestroyCamp(m_dwGID);
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lpCastle->ChangeCastleMaster(m_cEnemyNation);
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m_cSubState = Siege::MINE;
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// 게임 서버에게 결과 전송..
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// [Out] dwValue1 : 새로운 성의 국가
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SendCastleCmd(m_cEnemyNation, PktCastleCmd::CASTLE_CHANGE_MASTER);
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}
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else // 공성시간이 이후 소환이 완료 되었을 경우 성에 주인을 바꾸지 않는다.
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{
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unsigned char cNation = Creature::STATELESS;
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if(m_cEnemyNation!=Creature::STATELESS)
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{
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cNation = (m_cEnemyNation==Creature::KARTERANT) ? Creature::MERKADIA : Creature::KARTERANT;
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}
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lpCastle->ChangeCastleMaster(cNation);
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m_cSubState = Siege::MINE;
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// 게임 서버에게 결과 전송..
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// [Out] dwValue1 : 새로운 성의 국가
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SendCastleCmd(cNation, PktCastleCmd::CASTLE_CHANGE_MASTER);
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}
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}
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}
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}
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}
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}
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break;
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case Siege::UPGRADING: // 업그레이드중
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{
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if (0 != m_TimeValue.Year)
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{
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CTime upgradeTime(m_TimeValue.Year, m_TimeValue.Month, m_TimeValue.Day,
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m_TimeValue.Hour, m_TimeValue.Minute, m_TimeValue.Second);
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timeSpan = nowTime - upgradeTime;
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if (timeSpan.GetTotalMinutes() >= m_cUpgradeTime)
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{
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// 길드 요새 업그레이드 완료
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m_cState = Siege::COMPLETE;
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++m_cUpgradeStep;
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DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, m_cSubState);
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DBComponent::CastleDB::UpdateCastleObjectUpgrade(m_DBComponent, m_dwCID, m_cUpgradeStep, m_cUpgradeType);
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// 게임 서버에게 결과 전송..
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// [In/Out] dwValue1 : 업그레이드 단계
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SendCastleCmd(m_cUpgradeStep, PktCastleCmd::CASTLE_UPGRADE_EMBLEM_COMPLETE);
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}
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}
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}
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break;
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}
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return Siege::RET_OK;
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}
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