Files
Client/Server/RylServerProject/RylDBAgentServer/Creature/Siege/CastleArmsDB.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

284 lines
7.1 KiB
C++

#include "stdafx.h"
#include "CastleArmsDB.h"
#include "SiegeObjectDBMgr.h"
#include <Network/Packet/PacketCommand.h>
#include <Network/Packet/WrapPacket.h>
#include <Network/Packet/PacketStruct/ServerInfo.h>
#include <Network/Dispatch/GameDispatch.h>
#include <Community/Guild/GuildDB.h>
#include <Community/Guild/GuildDBMgr.h>
#include <Castle/Castle.h>
#include <Castle/CastleMgr.h>
#include <DB/DBComponent.h>
#include <Castle/CastleDBComponent.h>
#include <Utility/Setup/ServerSetup.h>
#include <atltime.h>
CCastleArmsDB::CCastleArmsDB(CDBComponent& DBComponent, const CastleObjectInfoDB& CastleObject)
: CSiegeObjectDB(DBComponent, CastleObject)
{
}
CCastleArmsDB::~CCastleArmsDB()
{
}
bool CCastleArmsDB::Build(unsigned short wType, unsigned char cDevelopTime, unsigned long dwDevelopGold, unsigned long dwOwnerID)
{
if (Siege::CASTLE_ARMS_NPC != m_wObjectType) return false;
if (Siege::COMPLETE == m_cState)
{
m_wObjectType = wType;
m_cState = Siege::DEVELOPING;
m_cUpgradeStep = 0;
m_cDevelopTime = cDevelopTime;
m_dwOwnerID = dwOwnerID;
SYSTEMTIME sysTime;
GetLocalTime(&sysTime);
m_TimeValue.Year = sysTime.wYear;
m_TimeValue.Month = sysTime.wMonth;
m_TimeValue.Day = sysTime.wDay;
m_TimeValue.Hour = sysTime.wHour;
m_TimeValue.Minute = sysTime.wMinute;
m_TimeValue.Second = sysTime.wSecond;
DBComponent::CastleDB::UpdateCastleObjectType(m_DBComponent, m_dwCID, wType, m_dwOwnerID);
DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, m_cSubState);
DBComponent::CastleDB::UpdateCastleObjectTime(m_DBComponent, m_dwCID, sysTime);
return true;
}
return false;
}
bool CCastleArmsDB::Upgrade(unsigned char cUpgradeTime, unsigned long dwUpgradeGold, unsigned char cUpgradeType)
{
if ( !IsCastleArms() )
{
return false;
}
if (Siege::COMPLETE == m_cState)
{
m_cState = Siege::UPGRADING;
SYSTEMTIME sysTime;
GetLocalTime(&sysTime);
m_cUpgradeTime = cUpgradeTime;
// CASTLE_TODO : 개인 금고에서 돈을 빼야한다.
// // 업글 비용 길드 창고에서 빼기
// Guild::CGuildDB* lpGuild = static_cast<Guild::CGuildDB*>(
// Guild::CGuildDBMgr::GetInstance().GetGuild(m_dwGID));
//
// if (lpGuild)
// {
// lpGuild->DeductGold(dwUpgradeGold);
// }
m_TimeValue.Year = sysTime.wYear;
m_TimeValue.Month = sysTime.wMonth;
m_TimeValue.Day = sysTime.wDay;
m_TimeValue.Hour = sysTime.wHour;
m_TimeValue.Minute = sysTime.wMinute;
m_TimeValue.Second = sysTime.wSecond;
DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, m_cSubState);
DBComponent::CastleDB::UpdateCastleObjectTime(m_DBComponent, m_dwCID, sysTime);
return true;
}
return false;
}
bool CCastleArmsDB::Repair(unsigned long dwRepairHP, unsigned long dwRepairGold)
{
if ( !IsCastleArms() )
{
return false;
}
if (Siege::COMPLETE == m_cState)
{
m_cState = Siege::REPARING;
m_dwRepairHP = dwRepairHP;
m_cRepairTime = Siege::CASTLE_ARMS_REPAIR_TIME;
SYSTEMTIME sysTime;
GetLocalTime(&sysTime);
m_TimeValue.Year = sysTime.wYear;
m_TimeValue.Month = sysTime.wMonth;
m_TimeValue.Day = sysTime.wDay;
m_TimeValue.Hour = sysTime.wHour;
m_TimeValue.Minute = sysTime.wMinute;
m_TimeValue.Second = sysTime.wSecond;
DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, m_cSubState);
DBComponent::CastleDB::UpdateCastleObjectTime(m_DBComponent, m_dwCID, sysTime);
return true;
}
return false;
}
bool CCastleArmsDB::Destroy(unsigned long dwEnemyNation, bool bDeductFame)
{
if ( !IsCastleArms() || Siege::CASTLE_ARMS_NPC == m_wObjectType )
{
return false;
}
m_wObjectType = Siege::CASTLE_ARMS_NPC;
m_cState = Siege::COMPLETE;
m_cUpgradeStep = 0;
m_dwHP = 0;
m_dwOwnerID = 0;
DBComponent::CastleDB::UpdateCastleObjectType(m_DBComponent, m_dwCID, m_wObjectType, m_dwOwnerID);
DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, m_cSubState);
DBComponent::CastleDB::UpdateCastleObjectUpgrade(m_DBComponent, m_dwCID, m_cUpgradeStep, m_cUpgradeType);
return true;
}
void CCastleArmsDB::UpdateLastUseTime(bool bInit)
{
CSiegeObjectDB::UpdateLastUseTime(bInit);
if (!bInit)
{
SYSTEMTIME sysTime;
GetLocalTime(&sysTime);
DBComponent::CastleDB::UpdateCastleObjectLastUseTime(m_DBComponent, m_dwCID, sysTime);
}
}
void CCastleArmsDB::UpdateHP(unsigned long dwNowHP)
{
CSiegeObjectDB::UpdateHP(dwNowHP);
DBComponent::CastleDB::UpdateCastleObjectHP(m_DBComponent, m_dwCID, m_dwHP);
}
Siege::eReturn CCastleArmsDB::Process()
{
CTime nowTime = CTime::GetCurrentTime();
CTimeSpan timeSpan(0);
switch (m_cState)
{
case Siege::COMPLETE: // 병기 개발 완료된 정상 상태일때
{
if (0 != m_LastUseTime.Year && Siege::CASTLE_ARMS_NPC != m_wObjectType)
{
CTime lastUseTime(m_LastUseTime.Year, m_LastUseTime.Month, m_LastUseTime.Day,
m_LastUseTime.Hour, m_LastUseTime.Minute, m_LastUseTime.Second);
timeSpan = nowTime - lastUseTime;
if (timeSpan.GetTotalMinutes() >= Siege::CASTLE_ARMS_LEAST_USE_TIME)
{
// 병기 파괴
Destroy();
// 게임 서버에게 결과 전송..
SendCastleCmd(0, PktCastleCmd::CASTLE_DESTROY_ARMS);
}
}
}
break;
case Siege::DEVELOPING: // 병기 개발중
{
if (0 != m_TimeValue.Year)
{
CTime developTime(m_TimeValue.Year, m_TimeValue.Month, m_TimeValue.Day,
m_TimeValue.Hour, m_TimeValue.Minute, m_TimeValue.Second);
timeSpan = nowTime - developTime;
if (timeSpan.GetTotalMinutes() >= m_cDevelopTime)
{
// 병기 개발 완료
m_cState = Siege::COMPLETE;
DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, m_cSubState);
UpdateLastUseTime();
// 게임 서버에게 결과 전송..
SendCastleCmd(m_wObjectType, PktCastleCmd::CASTLE_CREATE_ARMS_COMPLETE);
}
}
}
break;
case Siege::UPGRADING: // 업그레이드중
{
if (0 != m_TimeValue.Year)
{
CTime upgradeTime(m_TimeValue.Year, m_TimeValue.Month, m_TimeValue.Day,
m_TimeValue.Hour, m_TimeValue.Minute, m_TimeValue.Second);
timeSpan = nowTime - upgradeTime;
if (timeSpan.GetTotalMinutes() >= m_cUpgradeTime)
{
// 수리 완료
m_cState = Siege::COMPLETE;
++m_cUpgradeStep;
DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, m_cSubState);
DBComponent::CastleDB::UpdateCastleObjectUpgrade(m_DBComponent, m_dwCID, m_cUpgradeStep, m_cUpgradeType);
UpdateLastUseTime();
// 게임 서버에게 결과 전송..
SendCastleCmd(m_cUpgradeStep, PktCastleCmd::CASTLE_UPGRADE_ARMS_COMPLETE);
}
}
}
break;
case Siege::REPARING: // 수리중
{
if (0 != m_TimeValue.Year)
{
CTime repairTime(m_TimeValue.Year, m_TimeValue.Month, m_TimeValue.Day,
m_TimeValue.Hour, m_TimeValue.Minute, m_TimeValue.Second);
timeSpan = nowTime - repairTime;
if (timeSpan.GetTotalMinutes() >= m_cRepairTime)
{
// 수리 완료
m_cState = Siege::COMPLETE;
DBComponent::CastleDB::UpdateCastleObjectState(m_DBComponent, m_dwCID, m_cState, m_cSubState);
UpdateLastUseTime();
// 게임 서버에게 결과 전송..
SendCastleCmd(m_dwRepairHP, PktCastleCmd::CASTLE_REPAIR_ARMS_COMPLETE);
m_dwRepairHP = 0;
}
}
}
break;
}
return Siege::RET_OK;
}