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📄 mapserversocket.h

📁 韩国英雄王座倒闭后流出来部分源代码
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	void PacketSend_StallItemPriceDown	(_LPSOCKET_FD pSocketFD, _LPZP_STALLITEMPRICEDOWN_ASK pPacket );



	//	--------------------------------------------------------------------------------
	//	Iventry & 芒绊 包访 Functions 
	//	--------------------------------------------------------------------------------
	void PacketSend_InventoryCreate		(_LPSOCKET_FD pSocketFD, CItem *pItem );
	void PacketSend_InventoryChange		(_LPSOCKET_FD pSocketFD, CItem *pItem);
	void PacketSend_InventoryDelete		(_LPSOCKET_FD pSocketFD, DWORD dwItemHandle);
	void PacketSend_InventoryUpdate		(_LPSOCKET_FD pSocketFD, CItem *pItem);
	

	//	--------------------------------------------------------------------------------
	//	Item包访 Packet贸府
	//	--------------------------------------------------------------------------------
	bool ItemCreateMemory				(CItem *pItem, _POINT_TILE pTile, int pType=0 );			// Item Memory俊 积己
	bool ItemCreateMemorySingle			(_LPSOCKET_FD pSocketFD, CItem *pItem, _POINT_TILE pTile );	

	void PacketSend_ItemCreate			(CItem *pItem );
	void PacketSend_ItemCreateSigle		(_LPSOCKET_FD pSocketFD, CItem *pItem);

	void PacketSend_ItemDelete			( CItem *pItem );

	void PacketSend_ItemDrop			(CItem *pItem);
	void PacketSend_ItemDelete			(_LPSOCKET_FD pSocketFD, DWORD pItemHandle );

	
	//	--------------------------------------------------------------------------------
	//	捞悼 包访 Functions
	//	--------------------------------------------------------------------------------
	void PacketSend_MoveZone			(_LPSOCKET_FD pSocketFD, _POINT_TILE pTile );

	void PacketSend_CellNPCCreate		(_LPSOCKET_FD pSocketFD, NPC *pNPC);
	void PacketSend_CellPlayerNew		(_LPSOCKET_FD pSocketFD,  PlayerInfo *pPlayer );
	void PacketSend_CellMove			(_LPSOCKET_FD pSocketFD );
	void PacketSend_MoveZone			(_LPSOCKET_FD pSocketFD );


	//	--------------------------------------------------------------------------------
	//	Party Finctions
	//	--------------------------------------------------------------------------------
	void PacketSend_PartyJoinAnswer		(_LPSOCKET_FD pSocketFD, char pToPlayerID[20], char pFromPlayerID[20], BYTE pResult );
	void PacketSend_PartyJoinRequest	(_LPSOCKET_FD pSocketFD, _LPZP_PARTYJOINREQ_ASK pPacket );
	
	void PacketSend_PartyChat			(_LPSOCKET_FD pSocketFD,  _LPZP_PARTYCHAT_REP pPacket );
	void PacketSend_PartyRefresh		(_LPSOCKET_FD pSocketFD, _LPZP_PARTYREFRESH_REP pPacket );

	void PacketSend_PartyList			(_LPSOCKET_FD pSocketFD, _LPZP_PARTYLIST_REP pPartyMember );
	void PacketSend_PartyList			(_LPSOCKET_FD pSocketFD,  _LPZW_PARTYLIST_REP *pPacket );

	void PacketSend_PartyLeave			(_LPSOCKET_FD pSocketFD, _LPZP_PARTYLEAVE_REP		pPacket	);
	void PacketSend_PartyJoin			(_LPSOCKET_FD pSocketFD, _LPZP_PARTYJOIN_REP		pPacket );

	void PacketSend_PartyCreate			(_LPSOCKET_FD pSocketFD, _LPZP_PARTYCREATE_REP	pPacket );
	void PacketSend_PartyDelete			(_LPSOCKET_FD pSocketFD );



	//	--------------------------------------------------------------------------------
	//	傍拜 包访 Packet贸府
	//	--------------------------------------------------------------------------------
	void PacketSend_Attack				(_LPSOCKET_FD pSocketFD, DWORD	dwAttackHandle, DWORD	dwAttackedHandle, CPlayer *pPlayer );
	void PacketSend_ArcherAttack		(_LPSOCKET_FD pSocketFD, _LPZP_ARCHERATTACK_REP pMultiAttack );
	void PacketSend_ArrowUpdate			(_LPSOCKET_FD pSocketFD, CItem *pItem);


	//	--------------------------------------------------------------------------------
	//	胶懦 包访 Packet贸府
	//	--------------------------------------------------------------------------------
	void PacketSend_SkillAttackMulti(_LPSOCKET_FD pSocketFD, _LPZP_SKILLATTACKMULTI_REP pMultiAttack);

	void PacketSend_SkillAttackReactPoint(_LPSOCKET_FD pSocketFD, DWORD dwAttackHandle, DWORD dwAttackedHandle, WORD wSkillIndex, CPlayer *pPlayer );
	void PacketSend_SkillAttackReady( _LPSOCKET_FD pSocketFD, DWORD dwAttackHandle, WORD	wSkillIndex );

	void PacketSend_ChangePlayerSkill( _LPSOCKET_FD pSocketFD, CEnchant *pEnchant );	
	void PacketSend_PlayerSkill( _LPSOCKET_FD pSocketFD , CEnchant *pEnchant );
	void PacketSend_PlayerSkillCreate(_LPSOCKET_FD pSocketFD, CEnchant *pEnchant );
	
	// Jason 2004-05-13
	void PacketSend_SkillInstantMoveAttackMulti(_LPSOCKET_FD pSocketFD, _LPZP_SKILLINSTANTATTACK_REP pMultiAttack);


	void PacketSend_SkillChinLighting(_LPSOCKET_FD pSocketFD, _LPZP_SKILLATTACKMULTI_REP pMultiAttack);

	void PacketSend_SkillEnchant( _LPSOCKET_FD pSocketFD, _LPZP_SKILLENCHANT_ASK pPacket);
	void PacketSend_SkillInstant( _LPSOCKET_FD pSocketFD, _LPZP_SKILLINSTANT_ASK pPacket);
	void PacketSend_SkillEnchantAttack( _LPSOCKET_FD pSocketFD, _LPZP_SKILLENCHANTATTACK_ASK pPacket);


	//	--------------------------------------------------------------------------------
	//	盲泼 包访 & MSG Packet贸府
	//	--------------------------------------------------------------------------------
	void PacketSend_FindPlayer		(_LPSOCKET_FD pSocketFD, char pPlayerID[20], BYTE pResult );
	void PacketSend_ChatMsg			(_LPSOCKET_FD pSocketFD, _LPZP_CHATMSG pPacket );
	
	void PacketSend_ChatWhisperMsg	(_LPSOCKET_FD pSocketFD, _LPZP_CHATWHISPER_REP pZemiPacket);
	void PacketSend_NoticeMsg		( char * pMsg );

	void PacketSend_WarningMsg		(_LPSOCKET_FD pSocketFD, char * pMsg );
	void PacketSend_WarningMsg		(_LPSOCKET_FD pSocketFD, int pMsgID );


	//	--------------------------------------------------------------------------------
	//	辨靛 包访 Function
	//	--------------------------------------------------------------------------------
	void Packet_GuildForceDisband	(_LPDBPACKET pDBPacket );

	void PacketSend_GuildJoinAnswer	(_LPSOCKET_FD pSocketFD, char * pToPlayerID, char * pFromPlayerID, GUILD_ENUM Result );
	void PacketSend_GuildJoinRequest(_LPSOCKET_FD pSocketFD, _LPZP_GUILDJOINREQ_ASK pPacket );

	void PacketSend_GuildNoticeMsg	(_LPZW_GUILDNOTICEMSG pMsg );
	void Packet_GuildForceKickMember(_LPDBPACKET pDBPacket );
	void Packet_GuildForceMarkChange(_LPDBPACKET pDBPacket );
	
	
	void Packet_GuildInforChange	(_LPDBPACKET pDBPacket );
	void Packet_GuildInforServer	(_LPDBPACKET pDBPacket );
	
	void PacketSend_GuildSkillCreate(_LPSOCKET_FD pSocketFD, CGuildSkill * pGuildSkill );

#ifdef DEF_GUILDWAR
	void Packet_GuildChangeExp( _LPDBPACKET pDBPacket );
#endif 
	
	
	//	--------------------------------------------------------------------------------
	//	模备 包访 Function
	//	--------------------------------------------------------------------------------

	void PacketSend_FriendRegAnswer (_LPSOCKET_FD pSocketFD, char * pToPlayerID, char * pFromPlayerID, FRIEND_ENUM Result );
	void PacketSend_FriendRegRequest(_LPSOCKET_FD pSocketFD, _LPZP_FRIENDREGREQ_ASK pPacket );
	void FriendReg					(_LPDBPACKET pDBPacket );
	void FriendDismiss				(_LPDBPACKET pDBPacket );
	void FriendInfor				(_LPDBPACKET pDBPacket );

	//	--------------------------------------------------------------------------------
	//	荤捧厘 包访 Function
	//	--------------------------------------------------------------------------------
	void FightzoneList				(_LPDBPACKET pDBPacket );
	void FightzoneReserve			(_LPDBPACKET pDBPacket );
	void FightzoneMatchStart		(_LPDBPACKET pDBPacket );
	
	void PacketSend_PVPRequest		(_LPSOCKET_FD pSocketFD, _LPZP_PVPREQ_ASK pPacket );
	void PacketSend_PVPAnswer		(_LPSOCKET_FD pSocketFD, _LPZP_PVPANS_ASK pPacket );

	void PacketSend_PVPPrizeStart	(_LPSOCKET_FD pSocketFD, DWORD pHandle );
	void PacketSend_PVPPrizeCreate	(_LPSOCKET_FD pSocketFD, CItem *pItem, BYTE pWhere, BYTE pSubX, BYTE pSubY);
	void PacketSend_PVPPrizeAct		(_LPSOCKET_FD pSocketFD, _LPZP_INVENTORYACT_ASK pPacket );
	void PacketSend_PVPPrizeDelete	(_LPSOCKET_FD pSocketFD, DWORD dwItemHandle);
	void PacketSend_PVPPrizeMoney	(_LPSOCKET_FD pSocketFD, DWORD pMoney );
	void PacketSend_PVPPrizeCancel	(_LPSOCKET_FD pSocketFD, DWORD pHandle );
	void PacketSend_PVPPrizeOK		(_LPSOCKET_FD pSocketFD );
	void PacketSend_PVPPrizeEnd		(_LPSOCKET_FD pSocketFD);
	
	void Teleport					(_LPSOCKET_FD,_POINT p,BYTE nType = 0);
	void MapMove					(_LPSOCKET_FD,int MapSeq, _POINT p);

	void FightZoneTeleport			(_LPSOCKET_FD lpSocketFD, _LPSOCKET_FD lpToSocket ,_LPZW_FIGHTZONERESERVE Packet,bool bMatchClear = false) ;
	void ObserverTeleport			(_LPSOCKET_FD lpSocketFD,_LPZW_FIGHTZONERESERVE Packet) ;
	void ObserverTeleport			(_LPSOCKET_FD lpSocketFD,DWORD dwMapSEQ, _POINT Point) ;

	void PacketSend_PVPStart		(_LPSOCKET_FD pSocketFD );	
	void PacketSend_PVPWin			(_LPSOCKET_FD pSocketFD );
	void PacketSend_PVPLose			(_LPSOCKET_FD pSocketFD );


	//	--------------------------------------------------------------------------------
	//	Trade 贸府 Function
	//	--------------------------------------------------------------------------------
	void PacketSend_TradeRequest	(_LPSOCKET_FD pSocketFD, DWORD pHandle );
	void PacketSend_TradeAck		(_LPSOCKET_FD pSocketFD, DWORD pHandle, BYTE pResult );
	void PacketSend_TradeStart		(_LPSOCKET_FD pSocketFD, DWORD pHandle  );

	void PacketSend_TradeAct		(_LPSOCKET_FD pSocketFD, _LPZP_INVENTORYACT_ASK pPacket );
	void PacketSend_TradeCreate		(_LPSOCKET_FD pSocketFD, CItem *pItem, BYTE pWhere, BYTE pSubX, BYTE pSubY);
	void PacketSend_TradeOK			(_LPSOCKET_FD pSocketFD );
	void PacketSend_TradeAct		(_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket);
	void PacketSend_TradeMoney		(_LPSOCKET_FD pSocketFD, DWORD pMoney );

	void PacketSend_TradeEnd		(_LPSOCKET_FD pSocketFD);
	void PacketSend_TradeDelete		(_LPSOCKET_FD pSocketFD, DWORD dwItemHandle);

	void PacketSend_PlayerIn		( _LPSOCKET_FD pSocketFD, char pResult, char * pMsgID = NULL  );


	void PacketSend_GhostDelete		(_LPSOCKET_FD pSocketFD,  DWORD pObjectHandle  );
	void PacketSend_ChangeBankGold	(_LPSOCKET_FD pSocketFD);

	void PacketSend_MapShutDown();

	//	--------------------------------------------------------------------------------
	//	Dead Function
	//	--------------------------------------------------------------------------------
	void PacketSend_Dead			( _LPSOCKET_FD	pSocketFD, DWORD dwDeadHandle, BYTE nDeadType, BYTE nAttackType, WORD pSkillIndex, DWORD pAttackerHandle = 0);
	void PacketSend_Dead			( BYTE pMapLayer, _POINT	   pPoint, DWORD dwDeadHandle, BYTE nDeadType, BYTE nAttackType, WORD pSkillIndex, DWORD pAttackerHandle=0, DWORD pChannelHandle=0);


	//	--------------------------------------------------------------------------------
	//	NPC Attack Send Functions
	//	--------------------------------------------------------------------------------
	void PacketSend_NPCSkillEnchant( BYTE pMapLayer, _POINT pPoint, _LPZP_SKILLNPCENCHANT_REP pSkillEnchant, DWORD pChannelHandle=0);
	void PacketSend_NPCSkillInstantEnchant( BYTE pMapLayer, _POINT pPoint, _LPZP_SKILLINSTANT_REP pSkillInstant, DWORD pChannelHandle=0);



	//	--------------------------------------------------------------------------------
	//	芒绊 包访
	//	Jason 2004-05-14
	//	--------------------------------------------------------------------------------
	void PacketSend_ChangeBankLock( _LPSOCKET_FD	pSocketFD, BYTE nResult);
	void PacketSend_ChangeBankPassword( _LPSOCKET_FD	pSocketFD, BYTE nResult);

	void Send_SingleNoEncrpt( _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );		//	Single Message傈价

#ifdef DEF_SECURITYPACKET
	void PacketSend_Seed( _LPSOCKET_FD	pSocketFD);
#endif
	
	//	--------------------------------------------------------------------------------
	//	NPC包访 Functions
	//	--------------------------------------------------------------------------------
	void PacketSend_NPCCreate(NPC *pNPC);
	void PacketSend_NPCMove( NPC * pNPC );

	void PacketSend_NPCAttack( BYTE pMapLayer, _POINT pPoint, DWORD	dwAttackHandle,	DWORD	dwAttackedHandle, CPlayer *pPlayer, DWORD pChannelHandle=0 );

	void PacketSend_NPCSummon(_LPSOCKET_FD pSocketFD, NPC * pNPC) ;
	void PacketSend_NPCSummonDead(_LPSOCKET_FD pSocketFD, NPC * pNPC) ;


	//Jason 2004-10-06
	void PacketSend_NPCMenu(_LPSOCKET_FD pSocketFD, NPC *pNPC);

#ifdef DEF_AUTHCODE
	void PacketSend_NPCMenuAuthCode(_LPSOCKET_FD pSocketFD, NPC *pNPC);
#endif

	//	--------------------------------------------------------------------------------
	//	GM 包访包访 Functions
	//	--------------------------------------------------------------------------------
	void PacketSendGM_Disconnect			(_LPSOCKET_FD pSocketFD, char pPlayerID[] );
	void PacketSendGM_Silent				(_LPSOCKET_FD pSocketFD, _LPZG_SILENT_REP pPacket );


#ifdef DEF_KUMA_GAMBLE
	void PacketSend_Gambling				(_LPSOCKET_FD pSocketFD, BYTE nSeq, BYTE nResult );
	void PacketSend_GambleLuckOption		(_LPSOCKET_FD pSocketFD );
	void PacketSend_GambleLuckOptionMulti	();
#endif
	
	//	--------------------------------------------------------------------------------
	//	AZIT Function
	//	--------------------------------------------------------------------------------
#ifdef DEF_AZIT
	void PacketSend_AzitWarPoint			(_LPSOCKET_FD pSocketFD, Azit *pAzit );
#endif

	//	--------------------------------------------------------------------------------
	//	Batch Job包访 Functions
	//	--------------------------------------------------------------------------------
	void Batch_RechargeHPMP();

	void Batch_PlayerDBUpdate();
	void Batch_ItemAliveCheck();

	void Batch_QuestTimer();
	void Batch_AutoAlign();

	void Batch_Party();
	void Batch_EnchantCheck();

#ifdef DEF_AZITSIMULATION
	void Batch_AzitTaxSave() ;
#endif


#ifdef DEF_AZIT
	void Batch_AzitTimer();
#endif

#if defined(DEF_SPEEDHACK) || defined(DEF_KORSPEEDHACK)
	//Jason 2004-09-20-china
	void Batch_HackingConnections();

	//Jason 2004-09-28
	//true - should return
	bool Detecting_SpeedHack(int nPacketType, _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );
	
	//过荤/泵荐/唱赣瘤 胶懦 盒幅
	bool Detecting_SkillSpeedHack(int nCharaterType, _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );
	
	//过荤/唱赣瘤 胶懦 牢忙飘 盒幅
	bool Detecting_SkillEnchantSpeedHack(int nCharaterType, _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );

	//Chain Lightning
	bool Detecting_ChainLightningSpeedHack(_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );

#endif

#ifdef DEF_PRODUCTION_DECOMPOSITON
	//Jason 2004-10-12
	void PacketSend_Production(_LPSOCKET_FD pSocketFD, BYTE nResult );
	void PacketSend_Decompose(_LPSOCKET_FD pSocketFD, BYTE nResult );

	void Estimate_Item( _LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket );
	void Produce_Item(_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket);
	void Decompose_Item(_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket);
#endif

	void Gambling(_LPSOCKET_FD pSocketFD, _LPZEMIPACKET pZemiPacket);
	
	void DB_ServerStop();
	void DB_ServerStart();

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